I'm building a miracle deck but I am disappointed by the results so far...the miracle mechanic is hard to get to work and it's not that strong even with it works.
I took several extra turn but in the end I ended up with less cards in hand every time and it was nothing useful, I didnt even have lands to play during my extra turns.
I thought Burgeoning + bounce lands would net me a lot of mana...and it does...but the deck does too little until it's ready to cast a big Entreat the Angels.
Let me know if you have any suggestion for the deck. I used to play red as well, using Bonfire of the Damned but being spread over 4 colors had more drawbacks than benefits so I brought it back to 3 colors.
I used to play Opt but I switch them out for Mind's Eye, hoping to draw more cards.
I'm usually playing multiplayer...but it's never "free for all"...there is always a theme to these games and it doesnt matter that much if I dont have any early-game defense.
I'm thinking about putting more than 60 cards in this deck...I need more card drawing, more threats to take advantage of my extra turns and more ways to put cards from my hand back on top of my library. I dont mind having a lower chance to draw my miracle cards...I would rather make more of each miracle card that I encounter during my game...allow to easily put it back on top of my deck at the appropriate moment.
I might consider playing Conch Horn as well ...it kinda fits the purpose of the deck, the art is nice and anyone playing Fallen Empire stuff (other than Hymn to Tourach) has my respect ;P
I have a friend who plays a miracles deck.
Whilst completely fair, its tough to beat (with a fair deck)
He runs UW.
His deck centers around Luminarch Ascension & Entreat as token producers, together with Terminus, False Prophet, Final Judgment & Fracturing Gust to keep the field clear AFAIK.
Otherwise the deck is full on top-of-library manipulation tools from memory, like Halimar Depths, Brainstorm, SDT etc.
Something close to this will work just fine. Play 4 Tops if you own them though. I'm only including 2 because you only had 2 in your list. Counterbalance is sweet if opt for that route.
Scroll Rack has been very helpful...I'd hate to leave them out...
Removing green is interesting...it's true that green doesnt contribute to the miracle synergy...all that card drawing will allow me to get the lands I need and if I play control-heavy, I should be able to defend myself even if I'm a bit slower than my opponents.
Scroll Rack has been very helpful...I'd hate to leave them out...
Then feel free to add them back in :). You don't have to play the exact list that I posted. Shave 2x Counterspell for 2x Rack. Done.
I like Burgeoning a lot so I don't blame you for initially having Green but the problem is that A) it was the only Green card worth having and B) your manabase wasn't good enough to support it. If you had Shocks/Fetches/etc. then it would be worth splashing Green for Burgeoning and Fastbond (I'd cut all of the other cards)but Forests and such aren't going to cut it for a 3 color deck when you're trying to cast those spells on turn 1. You'd want 12-14 untapped sources for that and you're not even close. Fantastic card, love the Mystic Remora + Burgeoning synergy, you just don't have the mana to make it work.
Here is the current decklist:
2 Prophet of Kruphix
2 Rampaging Baloths
Artifacts (7)
1 Sol Ring
2 Sensei's Divining Top
2 Scroll Rack
2 Mind's Eye
Enchantment (8)
4 Burgeonning
4 Mystic Remora
1 Brainstorm
4 Noxious Revival
4 Entreat the Angels
4 Banishing Stroke
2 Terminus
4 Temporal Mastery
Lands (22)
4 Exotic Orchard
2 Selesnya Sanctuary
4 Simic Growth Chamber
4 Azorius Chancery
5 Forest
1 Island
2 Plains
One time that the deck played fairly well...it ended up like this...
Turn 1: Sensei's Divining top
Turn 2: Look at top 3 and play bounce land
Turn 3: Temporal Mastery
Turn 4: Noxious Revival + Temporal Mastery
Turn 5: Noxious Revival + Temporal Mastery
I took several extra turn but in the end I ended up with less cards in hand every time and it was nothing useful, I didnt even have lands to play during my extra turns.
I thought Burgeoning + bounce lands would net me a lot of mana...and it does...but the deck does too little until it's ready to cast a big Entreat the Angels.
Let me know if you have any suggestion for the deck. I used to play red as well, using Bonfire of the Damned but being spread over 4 colors had more drawbacks than benefits so I brought it back to 3 colors.
I used to play Opt but I switch them out for Mind's Eye, hoping to draw more cards.
I'm usually playing multiplayer...but it's never "free for all"...there is always a theme to these games and it doesnt matter that much if I dont have any early-game defense.
I was playing the Rampaging Baloths because I could build an army quickly with bounce lands and Burgeoning...I have another deck based around Burgeoning, Rampaging Baloths, Prophet of Kruphix, Temur Ascendancy and bounce lands and it does a pretty terrific job if no one kills my creatures....I wanted to repeat something similar since I am playing with the Burgeoning already (for mana acceleration).
Cards I'm considering...
Fabricate to get Scroll Rack
Rhystic Study for card drawing
Opt to play with the top of my deck
Sakura-Tribe Elder for early game defense, ramp and to shuffle my deck
Courser of Kruphix to remove lands from the top of my deck
Dream Cache
Retreat to Coralhelm
Accumulated Knowledge
Sphinx of Uthuun
Diluvian Primordial
Sylvan Primordial
I might consider playing Conch Horn as well ...it kinda fits the purpose of the deck, the art is nice and anyone playing Fallen Empire stuff (other than Hymn to Tourach) has my respect ;P
Damn. That's not even a very powerful card....
I have a friend who plays a miracles deck.
Whilst completely fair, its tough to beat (with a fair deck)
He runs UW.
His deck centers around Luminarch Ascension & Entreat as token producers, together with Terminus, False Prophet, Final Judgment & Fracturing Gust to keep the field clear AFAIK.
Otherwise the deck is full on top-of-library manipulation tools from memory, like Halimar Depths, Brainstorm, SDT etc.
I think I will end up with 80ish cards in the deck...I hardly see another way.
20x Land
Spells (40)
4x Mystic Remora
4x Portent
4x Swords to Plowshares
2x Sensei's Divining Top
1x Sol Ring
1x Brainstorm
1x Ponder
1x Mystical Tutor
4x Luminarch Ascension
4x Counterspell
2x Entreat the Angels
1x Balance
2x Supreme Verdict
4x Terminus
4x Temporal Mastery
1x Dig Through Time
Something close to this will work just fine. Play 4 Tops if you own them though. I'm only including 2 because you only had 2 in your list. Counterbalance is sweet if opt for that route.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
Removing green is interesting...it's true that green doesnt contribute to the miracle synergy...all that card drawing will allow me to get the lands I need and if I play control-heavy, I should be able to defend myself even if I'm a bit slower than my opponents.
Then feel free to add them back in :). You don't have to play the exact list that I posted. Shave 2x Counterspell for 2x Rack. Done.
I like Burgeoning a lot so I don't blame you for initially having Green but the problem is that A) it was the only Green card worth having and B) your manabase wasn't good enough to support it. If you had Shocks/Fetches/etc. then it would be worth splashing Green for Burgeoning and Fastbond (I'd cut all of the other cards)but Forests and such aren't going to cut it for a 3 color deck when you're trying to cast those spells on turn 1. You'd want 12-14 untapped sources for that and you're not even close. Fantastic card, love the Mystic Remora + Burgeoning synergy, you just don't have the mana to make it work.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
1 Sol Ring
2 Sensei's Divining Top
2 Scroll Rack
Enchantments (10)
4 Mystic Remora
4 Luminarch Ascension
2 Rhystic Study
1 Brainstorm
1 Portent
4 Opt
2 Swords to Plowshares
2 Noxious Revival
1 Balance
2 Counterspell
4 Entreat the Angels
2 Terminus
2 Banishing Stroke
4 Temporal Mastery
4 Azorius Chancery
8 Island
8 Plains
I will swap the Opt for 3 more Portent and 1 Mystical Tutor when i can get my hands on them
2 Coalition Relic
4 Fellwar Stone
3 Sensei's Divining Top
1 Sol Ring
Creatures (4)
4 Spellseeker
Enchantments (2)
2 The Mirari Conjecture
4 Brainstorm
4 Mana Drain
3 Swan Song
2 Swords to Plowshares
4 Teferi's Protection
1 Balance
2 Entreat the Angels
4 Terminus
4 Flooded Strand
6 Island
6 Plains
4 Sea of Clouds