This is definitely tons of fun to play! Basically every draw step is life-or-death, and it's generally just exciting to Miracle things. [mtg_card=Thunderous Wrath] will probably come out of my final version, though, as that is the least exciting Miracle draw in the deck unless someone is dangerously close to activating an ultimate. Definitely let me know what changes you make if you do run with it!Draconalis said:Looks like a fairly fun deck to play.
I'm kinda interested in putting it together now.
Ouch. Yeah, definitely. This is designed to combat a creature-focused meta, so Control decks are going to give it fits. Since half of the spells are completely blanked by Control, it's going to be a hard fight however you look at it. [mtg_card=Entreat the Angels] still seems pretty favorable, though, but I expect a transformational Sideboard, a la Alexander Hayne, is going to be the best way to fight the Control match.vxicepickxv said:I know that deck would get slaughtered around here. One of the big standard things here is a mostly U/G lockdown style control, using Frost Titan and Tamiyo to limit what an opponent can do after ramping with green. I've seen variants without ramp, mostly R/U and B/U that can get pretty nasty too. Being able to reliably cast Miracles isn't something that seems to be common around here, at least not in standard.
I'm not sure about [mtg_card=Conjurer's Closet] here, since the only synergy is with Snapcaster, but [mtg_card=Vessel of Endless Rest] seems like a good way to fix mana and ramp into bigger miracles. [mtg_card=Otherworld Atlas] is going to get broken at some point, but I'm not sure this is the right place to do so. I'd hate to be refueling my opponent's hands when I just [mtg_card=Terminus]'d all their critters. I still love the Atlas in any strategy that's looking to mill, though, especially when they can benefit from the card draw, like Esper Control, perhaps, with [mtg_card=Nephalia Drownyard] as a win-condition?2xDouble said:It does look like a lot of fun. I wonder if maybe [mtg_card=Vessel of Endless Rest], [mtg_card=Otherworld Atlas], or [mtg_card=Conjurer's Closet] might be of use in a deck like this. The Vessel should let you recycle killed or discarded [mtg_card=Snapcaster Mage]s back into the deck or eliminate a nasty from your opponent's gravyard, while providing some slight mana acceleration (and, if you play them in order, not having to pay 2 life for [mtg_card=Noxious Revival]). The Closet lets you blink Snapcaster so you can Flashback another spell during your end step. The Atlas is a handy drawing tool, and forces your opponent to draw as well. I've used it during my opponents' turn to muck up their own Miracle strategies and as a pseudo-mill.
It may be worth looking at [mtg_card=Tamiyo, the Moon Sage] as well. She's got some lovely control potential in her +1, and her ulti (if you can fire it off) is lovely for multi-draw and heavy spell strategies. Speaking of Planeswalkers, [mtg_card=Tibalt, the Fiend-Blooded] is another handy fella (aside from being the only two-mana Planeswalker), especially in combination with the Atlas and Tamiyo, and his Ulti clears the way for your attack. Also, are [mtg_card=Koth of the Hammer] and [mtg_card=Venser, the Sojourner] still legal in Standard? Koth may be useful for some extra mana, and Venser's blink ability and ulti are very useful, if a little slow.
Since you are running in red, are you sporting any [mtg_card=Slagstorm]s? The red sweepers are the only real reason I can see keeping red, and since this deck is going to be hurting a little when Scars rotates with the loss of [mtg_card=Noxious Revival], there's no reason to not run [mtg_card=Slagstorm] keeping that particular part of standard in mind.Encaen said:This is definitely tons of fun to play! Basically every draw step is life-or-death, and it's generally just exciting to Miracle things. [mtg_card=Thunderous Wrath] will probably come out of my final version, though, as that is the least exciting Miracle draw in the deck unless someone is dangerously close to activating an ultimate. Definitely let me know what changes you make if you do run with it!
Your opening had doesn't count as card draw, but even if it did, you wouldn't have the mana to cast the spells. Same with the 2nd player, whom does draw, but wouldn't have mana to cast the spell. The moment the card hits your hand, you can't cast it for its miracle cost, and you have to go into main phase 1 before you can drop a land.SpamNEggs said:Miracle is a new mechanic, and I'm not clear on some nuances of it. What all counts as "card draw" and what counts as "first" Does your opening hand count as drawing cards for the purpose of Miracles? Is it only the very first card from the opening draw? If your going 2nd, does your hand get drawn on your turn? Is card draw limited to from the library to your hand? Do return to hand or search the library affects count as card draw?
I didn't think there was any intermediate step between library and hand. Is there a transition zone of some sort that miracles get cast from?Draconalis said:The moment the card hits your hand, you can't cast it for its miracle cost, and you have to go into main phase 1 before you can drop a land.
I'm going to try to figure out how to play with Deadeye Navigator and [mtg_card=Evil Twin] just to see what kind of amusement I can get in a casual multiplayer.Encaen said:This is definitely tons of fun to play! Basically every draw step is life-or-death, and it's generally just exciting to Miracle things. [mtg_card=Thunderous Wrath] will probably come out of my final version, though, as that is the least exciting Miracle draw in the deck unless someone is dangerously close to activating an ultimate. Definitely let me know what changes you make if you do run with it!Draconalis said:Looks like a fairly fun deck to play.
I'm kinda interested in putting it together now.
Ouch. Yeah, definitely. This is designed to combat a creature-focused meta, so Control decks are going to give it fits. Since half of the spells are completely blanked by Control, it's going to be a hard fight however you look at it. [mtg_card=Entreat the Angels] still seems pretty favorable, though, but I expect a transformational Sideboard, a la Alexander Hayne, is going to be the best way to fight the Control match.vxicepickxv said:I know that deck would get slaughtered around here. One of the big standard things here is a mostly U/G lockdown style control, using Frost Titan and Tamiyo to limit what an opponent can do after ramping with green. I've seen variants without ramp, mostly R/U and B/U that can get pretty nasty too. Being able to reliably cast Miracles isn't something that seems to be common around here, at least not in standard.
It's actually pretty funny, I've been [mtg_card=Ponder]ing assembling a UG ramp-control deck featuring Tamiyo and [mtg_card=Frost Titan]s for a couple of weeks. I figured it would be fun, though I wouldn't have expected it to dominate like that. I'm still looking for the best configuration, but right now I'm leaning towards [mtg_card=Somberwald Sage] to enable turn 3 Titans, plus [mtg_card=Acidic Slime] and [mtg_card=Deadeye Navigator] for hilarity. It probably won't be the most competitive deck, but I really want to do evil things courtesy of Navigator.
0.o2xDouble said:Random question: If you are controlling a creature temporarily "until end of turn" and flicker it with [mtg_card=Conjurer's Closet], do you get to keep it?
No, you look at the card before it physically touches your hand as part of the draw mechanics. Once it does, there's no way to be sure it's the card you just drew.SpamNEggs said:I didn't think there was any intermediate step between library and hand. Is there a transition zone of some sort that miracles get cast from?Draconalis said:The moment the card hits your hand, you can't cast it for its miracle cost, and you have to go into main phase 1 before you can drop a land.
Conjurer's Closet specifically says your control. You could probably also use [mtg_card=Nephalia Smuggler] to do the same thing.Zen Toombs said:0.o2xDouble said:Random question: If you are controlling a creature temporarily "until end of turn" and flicker it with [mtg_card=Conjurer's Closet], do you get to keep it?
...I think so. Mind you, I'm not a judge or anything, but I think that would be the case. When the creature becomes exiled, it becomes a different creature so the previous effects wear off. It's how things like [mtg_card=Momentary blink] work to protect creatures. It counts as a new creature when it comes back into play.
Mind you, something like [mtg_card=Homeward Path] would still return the creature to the original controller, but otherwise you've stolen yourself a brand spanking new creature!
Yes. You check the most recent control effect (which is Conjurer's Closet) and that one takes effect. The previous one doesn't apply, of course, because of the changing of zones, but that's not really relevant. Conjurer's Closet applies a -new- control effect which has no end to its duration.vxicepickxv said:Conjurer's Closet specifically says your control. You could probably also use [mtg_card=Nephalia Smuggler] to do the same thing.Zen Toombs said:0.o2xDouble said:Random question: If you are controlling a creature temporarily "until end of turn" and flicker it with [mtg_card=Conjurer's Closet], do you get to keep it?
...I think so. Mind you, I'm not a judge or anything, but I think that would be the case. When the creature becomes exiled, it becomes a different creature so the previous effects wear off. It's how things like [mtg_card=Momentary blink] work to protect creatures. It counts as a new creature when it comes back into play.
Mind you, something like [mtg_card=Homeward Path] would still return the creature to the original controller, but otherwise you've stolen yourself a brand spanking new creature!
DracoSuave said:No, you look at the card before it physically touches your hand as part of the draw mechanics. Once it does, there's no way to be sure it's the card you just drew.SpamNEggs said:I didn't think there was any intermediate step between library and hand. Is there a transition zone of some sort that miracles get cast from?Draconalis said:The moment the card hits your hand, you can't cast it for its miracle cost, and you have to go into main phase 1 before you can drop a land.
EDIT: To be more specific. You look at the card as you draw it, and you reveal it at this time. Then a triggered effect goes on the stack, and once that triggered effect resolves, you may play it for its miracle cost. During this time it is in your hand. [mtg_card=Esper Charm] could strip it from your hand, [mtg_card=Mana Short] can make him unable to pay for it, etc.
Yeah, between Snapcaster, Entreat, and Bonfire this a pretty expensive proposition. Of course, this is more of a showcase of Miracles than a strictly competitive deck (though it does hold its own!), so I wouldn't really advise buying a bunch of singles to assemble it, unless you're playing for fun (which this most certainly is) or looking to use those cards to construct something more refined for the diverse Standard metagame. I'm more and more convinced that UW is the right way to go with this, getting rid of the looting effects and Revivals for more proactive control elements. Also, Tamiyo.Zen Toombs said:Looks like a fun deck. Dumb ammounts of expensive though, especially considering it looks like it's about midpower.
Edit: Yup, it's over $300. Not the most expensive standard deck I've seen, but definitly up there.
You are correct! In the 2-Headed Giant sealed tournament I was in recently, this actually came up and almost cost us the game. They had [mtg_card=Conjurer's Closet] in play and [mtg_card=Zealous Conscripts]'d one of our big creatures. If we didn't have [mtg_card=Natural End] in hand and mana up to cast it, we probably would have gone down pretty shortly thereafter. Basically, as has been mentioned, the creature that you flicker becomes a new object on the battlefield, so the "until end of turn" control effect is no longer applying to it, rather the "under your control" effect from the Closet itself. Similarly, if you flicker a creature enchanted by [mtg_card=Soul Seizer]/[mtg_card=Ghastly Haunting], the enchantment will go to the graveyard, and you'll get permanent control of the creature on its return to the battlefield.2xDouble said:Random question: If you are controlling a creature temporarily "until end of turn" and flicker it with [mtg_card=Conjurer's Closet], do you get to keep it? if not, would that work with a temporary-control Aura (or [mtg_card=Soul Seizer]) instead? (i.e. the creature is under your control, becomes not under your control while exiled, then returns under your control thanks to the Closet's effect).
As I understand it, looting with miracles works something like this...Draconalis said:The one I'm curious about is looter effects, where you draw and discard. If you loot to draw a card, and it's a miracle, from what I understand, you have to finish by discarding before you can cast anything. With no cards in hand, it pretty much reads as "Mill yourself by 1 card" (which is why I think that devil planeswalker sucks. I'm not a huge fan of looter effects, but add to it that his looter effect discards at random... sucks.) but if you do have another card in hand, can you still pay its miracle cost after you've discarded? It hit your hand, so I think not.