Could go the chalice of the void on 1 route and then permanently float a 2-3 cmc card on the top of the deck via scry engines for counterbalance. One board clear and it's a soft lock against lower to the ground decks like affinity or zoo. Probably a URw list with simian spirit guide or something similar. snapcaster mage and torrential gearhulk could do a lot of heavy lifting in the shell if you also run stuff like cryptic command. Card draw on opponents turn is never a bad thing either when working with miracles.
I like Chalice of the Void in some matchups. In my experience, setting up a scry engine to get counterbalance going is just way too slow in modern. Torrential Gearhulk just costs way too much. There's a good chance that we will have 1-2 miracle cards in hand already let alone another 6 drop. Snapcaster mage might be a good strategy after dumping a ton of stuff in the graveyard, I'll test him out as well.
Serum visions isn't actually great in the deck, at least that's how it has played out for me. Drawing that card, especially before casting Taigam's Scheming or Contingency Plan is quite the risk. Crystal Ball could be good, I'll give it a shot and try to get a new deck list up in a couple days.
Could go the chalice of the void on 1 route and then permanently float a 2-3 cmc card on the top of the deck via scry engines for counterbalance. One board clear and it's a soft lock against lower to the ground decks like affinity or zoo. Probably a URw list with simian spirit guide or something similar. snapcaster mage and torrential gearhulk could do a lot of heavy lifting in the shell if you also run stuff like cryptic command. Card draw on opponents turn is never a bad thing either when working with miracles.
I like Chalice of the Void in some matchups. In my experience, setting up a scry engine to get counterbalance going is just way too slow in modern. Torrential Gearhulk just costs way too much. There's a good chance that we will have 1-2 miracle cards in hand already let alone another 6 drop. Snapcaster mage might be a good strategy after dumping a ton of stuff in the graveyard, I'll test him out as well.
Serum visions isn't actually great in the deck, at least that's how it has played out for me. Drawing that card, especially before casting Taigam's Scheming or Contingency Plan is quite the risk. Crystal Ball could be good, I'll give it a shot and try to get a new deck list up in a couple days.
Thanks for taking an interest in the busted but hard to abuse miracles mechanic!
I have found Temporal Mastery to be extremely lack luster in testing. It functions as an Explore most of the time and if it works well it's basically just a win more card. I've been unsuccessful creating a scry engine that is fast enough for modern. DO you find it takes too long to get a scry engine going? How has Telling Timeworked for you? It looks like it only works for Terminus most of the time because you might need more time than just one card to setup a good Entreat.
I've posted a miracles list a few posts ago that utilizes the graveyard and allows you to easily manipulate the top of your library. However, it is much more tap out control than counter control.
Basically all the top decks are winning with creatures right now, and most of them also used the graveyard to some extent, so Terminus seems poised to do well. I'm not sold on U in Modern Miracles, because our cantrips do very little to manipulate the top of our deck, and we don't have Force of Will. Mono-W would have a more solid mana base, and really has all the cards that draw me this direction in the first place.
Don't have the whole deck online, but I do irl and will probably start bringing this to FNM, at least. Lots of tuning to be done, I'm sure.
Hi. After opt got printed I wanted to give miracles ago. What do you guys think is best Eyes of the Watcher or crystal ball ?? They have did
Different upsides. Eyes can dig you deeper but ball doesn't require a spell to trigger.
Hi. After opt got printed I wanted to give miracles ago. What do you guys think is best Eyes of the Watcher or crystal ball ?? They have did
Different upsides. Eyes can dig you deeper but ball doesn't require a spell to trigger.
Crystal Ball is probably going to be better in situations as you don't always have mana to scry eot and hold up mana for a counter or something. I'd play it over Eyes of the Watcher anytime you're not looking to get to the late game and have a ton of lands against other control decks... which is like every time.
That said, I've never posted in this thread before. However I have been brewing a Cream of the Crop Miracles list for a while now. It's by no means complete and relies on flash creatures to stack the deck with CotC and defend yourself with Counterbalance. It's more of a tempo deck but can still go big with miracle cards. With the printing of Nimble Obstructionist and Opt I think the deck gets a little better so I'm looking to update it. It was never great, but is a fun thought experiment and does have some legs against decks if you are getting lucky with Counterbalance triggers.
The deck works because Terminus not only clears the board but also puts all your cards back into your deck for near infinite usage once you get the Cream of the Crop + Counterbalance engine online. Cards at each relevant cmc are: 1cmc = 10, 2cmc = 9, 3cmc = 12, 4cmc = 3, then the bonus ones are 0cmc (for affinity) = 23, 6cmc (for Primetime and Tasigur) = 3. This should probably be more skewed towards 1cmc and 2cmc but all of the good flash creatures come in at 3cmc which is the biggest problem. The deck can work with just Counterbalance and tempo plays by Snapcaster and Opt, and Spell Queller but it isn't as outright potent.
Thats a pretty cool list! I would go 4 serum vision 4 opt. It's so powerful to serum into an opt in your opponents turn, then terminus or entreat in your opponents endstep.
What about some of the green miracles card?
But those cards are sideboard cards. So not really worth splashing for? Then I'd rather go black for push. Iok and thoughtsieze. And I'm really not a black player
Thats a pretty cool list! I would go 4 serum vision 4 opt. It's so powerful to serum into an opt in your opponents turn, then terminus or entreat in your opponents endstep.
What about some of the green miracles card?
I'll see if I can squeeze in Visions somewhere. As for green miracle cards, Revenge of the Hunted just gets blanked by a single removal spell and Blessings of Nature is kind of along the same lines. I just don't think it's completely worth it when Entreat and Terminus do more powerful things.
@Torpf: why don't put some Monkhet's Nissa into your deck? It works well with counterbalance with her +2 ability
That is a good thought but everything she does is at sorcery speed. Predicting what the opponent is going to play with scry's and hoping they will cast the same thing just won't cut it I feel.
With Rivals of Ixalan we get access to something pretty neat, and really unseen in Modern before... Brainstorm!Riverwise Augur!
It's a very expensive creature, but acts as a way to get Miracle cards out of your hand and back onto the top of your deck. Before this, only Survivor of the Unseen could pull off this effect and that card is really bad.
I know it's not a good option, but hey, it's an option and that's gotta count for something.
Yesterdya I started toying wth doing miracles in modern (given that we get Riverwise Augur), so naturally I came to this thread. Does anyone have an idea of a way to put it in play at instant speed (besides vial, which seems terrible in this deck)? The instant speed in brainstorm was a huge part of its power (the 1cmc being the other, of course).
Also, I like the idea of restoration angel and augur, given that we already play snaps. I wonder what is the optimal combination of Resto-Snaps-Augur. I'd say 3 Augur, 3 snaps, 2 Angels?
With Rivals of Ixalan we get access to something pretty neat, and really unseen in Modern before... Brainstorm!Riverwise Augur!
It's a very expensive creature, but acts as a way to get Miracle cards out of your hand and back onto the top of your deck. Before this, only Survivor of the Unseen could pull off this effect and that card is really bad.
I know it's not a good option, but hey, it's an option and that's gotta count for something.
I think he'd deserve 2 - 3 spots in the deck.
Now if only we could get a Ponder unban, we'd have a tier 2 deck here.
Yesterdya I started toying wth doing miracles in modern (given that we get Riverwise Augur), so naturally I came to this thread. Does anyone have an idea of a way to put it in play at instant speed (besides vial, which seems terrible in this deck)? The instant speed in brainstorm was a huge part of its power (the 1cmc being the other, of course).
Also, I like the idea of restoration angel and augur, given that we already play snaps. I wonder what is the optimal combination of Resto-Snaps-Augur. I'd say 3 Augur, 3 snaps, 2 Angels?
I don't think instant speed Augur is happening, we just gotta be content with putting Entreat and Terminus' back and potentially shuffling them away if we need to.
I played 4 rounds the other night at my LGS and went 0-4 with a UW Miracles build I scrabbled together roughly based on counterbalancetop's list . Here is my deck list:
Round 1: Boros Burn 0-2
He had the nut draw both games and even with path and a handful of mediocre counter spells just wasn't good enough.
Round 2: Grixis Shadow 0-2
Similar situation, except my hand got shredded in short order and was followed up with a huge swinging shadow. This deck seems to falter a lot due to how inefficient and clunky our answers are to our opponents' threats.
Round 3: Bye
Round 4: RG Ponza 0-2 My opponent manages to land a couple of dorks I'm unable to effectively answer and is off to the races with land destruction. Game 2 I mulligan to a shaky hand, and my opponent manages to land an early blood moon cutting me off of white entirely, which sucks because he soon lands a Titan and a dragon, then I lose. I could have terminused them if I had white mana. In retrospect i missed the ability to activate my own field of ruin on an opponents land to get me the plains that I needed.
Take aways: I need to beef up my mainboard counter suite with more hard counters. remand just seems too ineffective. I also need to effectively answer fast aggro strategies better and have ways to deal with resolved non creature permanents along the lines of detention sphere And I'll make sure to include 3 leyline of sanctity in the board to better hedge against burn.
I played 4 rounds the other night at my LGS and went 0-4 with a UW Miracles build I scrabbled together roughly based on counterbalancetop's list . Here is my deck list:
Round 1: Boros Burn 0-2
He had the nut draw both games and even with path and a handful of mediocre counter spells just wasn't good enough.
Round 2: Grixis Shadow 0-2
Similar situation, except my hand got shredded in short order and was followed up with a huge swinging shadow. This deck seems to falter a lot due to how inefficient and clunky our answers are to our opponents' threats.
Round 3: Bye
Round 4: RG Ponza 0-2 My opponent manages to land a couple of dorks I'm unable to effectively answer and is off to the races with land destruction. Game 2 I mulligan to a shaky hand, and my opponent manages to land an early blood moon cutting me off of white entirely, which sucks because he soon lands a Titan and a dragon, then I lose. I could have terminused them if I had white mana. In retrospect i missed the ability to activate my own field of ruin on an opponents land to get me the plains that I needed.
Take aways: I need to beef up my mainboard counter suite with more hard counters. remand just seems too ineffective. I also need to effectively answer fast aggro strategies better and have ways to deal with resolved non creature permanents along the lines of detention sphere And I'll make sure to include 3 leyline of sanctity in the board to better hedge against burn.
To chime in here:
I too played the listed posted by SaffronOlive however, made changes (-2 snaps, -1 Entreat, +3 counter balance & SB: -2 Canonist, +2 runed halo).
I played a 70 player modern event (all the big shots in the area showed up) to a 4-2 finish (Beating: Infect, Valakut, BG Tron and Living End losing to Mardu Pyromancer and boros burn).
On Counterbalance: It was hit or miss (as most would have predicted) but definitely helped me beat Living end with land on top on multiple occasions. Ultimately though, it was indeed the weakest card in the deck and i have since removed it and replaced it with: Azor's Gateway (cycle cards and instant card draw), Sphinx's revelation and one other card I can't recall.
My reasoning behind removing the 3rd Entreat: It's a card you rarely want to see early game so having fewer helps. The deck can cycle through draws like crazy so you don't want to push too many to the bottom. I did not regret this choice and was happy with the 2 copies.
Now there are 2 issues that i faced with the deck and they were very quick to surface: blood moon and burn.
The deck does not play enough basics. I ended up cutting 2 colonades for 1 island and 1 plains because the games i lost to Mardu were 100% due to a T3 blood moon (preceded by a T2 TS). The deck has zero answers to blood moon. So I folded both those games.
I played 1 match on camera and of course, it was against burn, so was completely unable to showcase the power of the deck. The problem is that the sideboard is a mess. The cards it contained must have been for a very specific meta and were just awful for me. I had 2 ways to interact with burn and that was it. So going forward, i cut the firewalker and the runed halos and instead placed 3 leylines of sanctity. This would at least give the deck a fighting chance.
Otherwise i was very surprised at the power of the deck beating strategies I didn't think it could beat. Part of that was due to the field of ruins as they helped me beat Tron.
People around me loved the brew and thought it was super spicy. That merfolk is what's making this deck a possibility, that's for sure. Without it, there are many games i could not have set up a winning turn without it. It's worth exploring further.
Some asked me why the deck ran no cryptics and as much as i would love to, triple blue for this deck was actually kind of hard to achieve, so i can see why it was not in the deck. It may be worth trying 2 or so but definitely not 4.
Went 0-3, but not surprised, still learning the ins and outs of the deck. Learned a lot as a result.
Round 1 RG Tron 0-2
I manage to stall out the game quite a bit, but my opponent eventually manages to land a haymaker I'm unable to deal with both games. A lot spinning tires by drawing air. Didn't draw my hate and not enough main deck counter spells.
Round 2 Bant Coco
I draw 3 of my terminus early game, miracling 2 of them on the opponents early creatures and dorks, but I draw nothing useful for the rest of the game. My opponent eventually stabilizes and wins with creature beats. Game 2 was much the same. spell queller is a beating.
Round 3 Storm
Game 1, I can't do much in the way to disrupt my opponent and promptly lose.
Game 2 goes long, I use a combination of counter spells and land destruction to hit my opponent's mana. I miracle a an Entreat for x=7 but my opponent bounces the tokens and lose to a bunch of goblin tokens. Made the mistake of boarding out all four of my terminus
Take aways: I'm getting better at playing the deck, but I've got a long way to go. I'm switching out cryptic command for a couple of negate mainboard. They're just too clunky a lot of the time due to the colourless lands. The sidebard needs a bit of refinement, but I'm getting there. Might also consider running 1 main deck secure the wastes
That deck looks nice! How good was the blood moon? It's not a card I would have expected. Is that for big mana decks in your meta? If so, do you like it better than field of ruin?
Replace Riverwise Augur with Jace, the Mind Sculptor for starters. Just protecting Jace gives you at the bare minimum the same effect as Riverwise Augur. It would keep the same decklist that people have been doing well with without changing up the slots at all really. I'd also say that going for 4 Terminus could basically be a given now to keep the board clear as you do lose the 2/2 to chump with.
Current Decklist- https://www.mtggoldfish.com/deck/732750#online
Sideboard Guide- https://www.scribd.com/document/384901650/Sideboard-Guide-to-Squeeflagrate
Forum- https://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/582542-raphael-levys-loam-pox?page=37
I like Chalice of the Void in some matchups. In my experience, setting up a scry engine to get counterbalance going is just way too slow in modern. Torrential Gearhulk just costs way too much. There's a good chance that we will have 1-2 miracle cards in hand already let alone another 6 drop. Snapcaster mage might be a good strategy after dumping a ton of stuff in the graveyard, I'll test him out as well.
Serum visions isn't actually great in the deck, at least that's how it has played out for me. Drawing that card, especially before casting Taigam's Scheming or Contingency Plan is quite the risk. Crystal Ball could be good, I'll give it a shot and try to get a new deck list up in a couple days.
I like Chalice of the Void in some matchups. In my experience, setting up a scry engine to get counterbalance going is just way too slow in modern. Torrential Gearhulk just costs way too much. There's a good chance that we will have 1-2 miracle cards in hand already let alone another 6 drop. Snapcaster mage might be a good strategy after dumping a ton of stuff in the graveyard, I'll test him out as well.
Serum visions isn't actually great in the deck, at least that's how it has played out for me. Drawing that card, especially before casting Taigam's Scheming or Contingency Plan is quite the risk. Crystal Ball could be good, I'll give it a shot and try to get a new deck list up in a couple days.
Thanks for taking an interest in the busted but hard to abuse miracles mechanic!
I have found Temporal Mastery to be extremely lack luster in testing. It functions as an Explore most of the time and if it works well it's basically just a win more card. I've been unsuccessful creating a scry engine that is fast enough for modern. DO you find it takes too long to get a scry engine going? How has Telling Timeworked for you? It looks like it only works for Terminus most of the time because you might need more time than just one card to setup a good Entreat.
I've posted a miracles list a few posts ago that utilizes the graveyard and allows you to easily manipulate the top of your library. However, it is much more tap out control than counter control.
Don't have the whole deck online, but I do irl and will probably start bringing this to FNM, at least. Lots of tuning to be done, I'm sure.
2 ?
2 Batterskull
2 Blessed Alliance
4 Cast Out
2 Crystal Ball
4 Entreat the Angels
4 Mind Stone
4 Path to Exile
2 Relic of Progenitus
3 Runed Halo
4 Terminus
4 Ghost Quarter
2 Horizon Canopy
2 Irrigated Farmland
4 New Benalia
2 Tectonic Edge
4 Temple of Silence
4 ?
1 Disenchant
3 Leyline of Sanctity
3 Pithing Needle
2 Rest in Peace
2 Wrath of God
Death and Taxes Videos
Traproot Graphics
Modern:
Fateseal Control | Current Version on TappedOut
Modern Death and Taxes | Current Version on TappedOut
Bant Tempo | Current Version on TappedOut
Different upsides. Eyes can dig you deeper but ball doesn't require a spell to trigger.
That said, I've never posted in this thread before. However I have been brewing a Cream of the Crop Miracles list for a while now. It's by no means complete and relies on flash creatures to stack the deck with CotC and defend yourself with Counterbalance. It's more of a tempo deck but can still go big with miracle cards. With the printing of Nimble Obstructionist and Opt I think the deck gets a little better so I'm looking to update it. It was never great, but is a fun thought experiment and does have some legs against decks if you are getting lucky with Counterbalance triggers.
3 Snapcaster Mage
3 Vendilion Clique
4 Nimble Obstructionist
4 Spell Queller
3 Restoration Angel
Enchantments
3 Counterbalance
3 Cream of the Crop
Spells
4 Path to Exile
4 Opt
2 Serum Visions
3 Terminus
1 Entreat the Angels
4 Flooded Strand
4 Misty Rainforest
1 Breeding Pool
2 Hallowed Fountain
1 Temple Garden
2 Horizon Canopy
1 Cavern of Souls
2 Island
1 Plains
1 Forest
3 Seachrome Coast
1 Botanical Sanctum
The deck works because Terminus not only clears the board but also puts all your cards back into your deck for near infinite usage once you get the Cream of the Crop + Counterbalance engine online. Cards at each relevant cmc are: 1cmc = 10, 2cmc = 9, 3cmc = 12, 4cmc = 3, then the bonus ones are 0cmc (for affinity) = 23, 6cmc (for Primetime and Tasigur) = 3. This should probably be more skewed towards 1cmc and 2cmc but all of the good flash creatures come in at 3cmc which is the biggest problem. The deck can work with just Counterbalance and tempo plays by Snapcaster and Opt, and Spell Queller but it isn't as outright potent.
Other possible cards to include are Sage of Epityr, Jace, Vryn's Prodigy, Momentary Blink, Cloudshift, Temporal Mastery, Stonecloaker. These could all fine homes in the sideboard and help change the number of cmc cards in the deck for different matchups.
It's not the most miracle focused deck, but they are there and are a potent gameplan when they come up. Any ideas on how to improve the deck?
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
What about some of the green miracles card?
2 Mana Leak
1 Spell Pierce
2 Cryptic Command
2 Telling Time
1 Spell Snare
3 Path to Exile
1 Azorius Charm
1 Logic Knot
4 Opt
Sorcery: 11
2 Entreat the Angels
4 Terminus
4 Serum Visions
1 See Beyond
2 Crystal Ball
Creatures: 6
4 Snapcaster Mage
2 Vendilion Clique
Lands: 24
4 Flooded Strand
2 Celestial Colonnade
2 Seachrome Coast
2 Glacial Fortress
3 Hallowed Fountain
6 Island
5 Snow-Covered Plains
1 Dispel
2 Dragon's Claw
2 Stony Silence
2 Rest in Peace
3 Ceremonious Rejection
2 Negate
2 Meddling Mage
1 Lone Missionary
What about splashing red for Bloodwater Entity and Bonfire of the Damned and Thunderous Wrath
That is a good thought but everything she does is at sorcery speed. Predicting what the opponent is going to play with scry's and hoping they will cast the same thing just won't cut it I feel.
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
Brainstorm!Riverwise Augur!It's a very expensive creature, but acts as a way to get Miracle cards out of your hand and back onto the top of your deck. Before this, only Survivor of the Unseen could pull off this effect and that card is really bad.
I know it's not a good option, but hey, it's an option and that's gotta count for something.
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
Also, I like the idea of restoration angel and augur, given that we already play snaps. I wonder what is the optimal combination of Resto-Snaps-Augur. I'd say 3 Augur, 3 snaps, 2 Angels?
I think he'd deserve 2 - 3 spots in the deck.
Now if only we could get a Ponder unban, we'd have a tier 2 deck here.
I don't think instant speed Augur is happening, we just gotta be content with putting Entreat and Terminus' back and potentially shuffling them away if we need to.
Here's the deck by counterbalancetop :
4 Snapcaster Mage
4 Riverwise augur
Spells
4 Opt
4 Path to Exile
4 Serum Visions
4 Remand
4 Telling Time
2 Search for Azcanta
3 Entreat the Angels
4 Terminus
4 Celestial Colonnade
4 Field of Ruin
4 Flooded Strand
1 Ghost Quarter
1 Glacial Fortress
2 Hallowed Fountain
4 Island
3 Plains
2 Dispel
2 Surgical Extraction
1 Blessed Alliance
1 Disdainful Stroke
2 Ethersworn Canonist
1 Kor Firewalker
3 Negate
2 Stony Silence
1 Elspeth, Sun's Champion
2 Snapcaster Mage
4 Riverwise Augur
Spells
4 Opt
4 Path to Exile
4 Serum Visions
4 Telling Time
2 Logic Knot
2 Search for Azcanta
3 Entreat the Angels
4 Terminus
4 Foooded Strand
4 Glacial Fortress
4 Field of Ruin
2 Celestial Colonnade
2 Hallowed Fountain
4 Island
3 Plains
2 Surgical Extraction
2 Dispel
4 Negate
2 Blessed Alliance
2 Stony Silence
3 Geist of Saint Traft
Round 1: Boros Burn 0-2
He had the nut draw both games and even with path and a handful of mediocre counter spells just wasn't good enough.
Round 2: Grixis Shadow 0-2
Similar situation, except my hand got shredded in short order and was followed up with a huge swinging shadow. This deck seems to falter a lot due to how inefficient and clunky our answers are to our opponents' threats.
Round 3: Bye
Round 4: RG Ponza 0-2 My opponent manages to land a couple of dorks I'm unable to effectively answer and is off to the races with land destruction. Game 2 I mulligan to a shaky hand, and my opponent manages to land an early blood moon cutting me off of white entirely, which sucks because he soon lands a Titan and a dragon, then I lose. I could have terminused them if I had white mana. In retrospect i missed the ability to activate my own field of ruin on an opponents land to get me the plains that I needed.
Take aways: I need to beef up my mainboard counter suite with more hard counters. remand just seems too ineffective. I also need to effectively answer fast aggro strategies better and have ways to deal with resolved non creature permanents along the lines of detention sphere And I'll make sure to include 3 leyline of sanctity in the board to better hedge against burn.
To chime in here:
I too played the listed posted by SaffronOlive however, made changes (-2 snaps, -1 Entreat, +3 counter balance & SB: -2 Canonist, +2 runed halo).
I played a 70 player modern event (all the big shots in the area showed up) to a 4-2 finish (Beating: Infect, Valakut, BG Tron and Living End losing to Mardu Pyromancer and boros burn).
On Counterbalance: It was hit or miss (as most would have predicted) but definitely helped me beat Living end with land on top on multiple occasions. Ultimately though, it was indeed the weakest card in the deck and i have since removed it and replaced it with: Azor's Gateway (cycle cards and instant card draw), Sphinx's revelation and one other card I can't recall.
My reasoning behind removing the 3rd Entreat: It's a card you rarely want to see early game so having fewer helps. The deck can cycle through draws like crazy so you don't want to push too many to the bottom. I did not regret this choice and was happy with the 2 copies.
Now there are 2 issues that i faced with the deck and they were very quick to surface: blood moon and burn.
The deck does not play enough basics. I ended up cutting 2 colonades for 1 island and 1 plains because the games i lost to Mardu were 100% due to a T3 blood moon (preceded by a T2 TS). The deck has zero answers to blood moon. So I folded both those games.
I played 1 match on camera and of course, it was against burn, so was completely unable to showcase the power of the deck. The problem is that the sideboard is a mess. The cards it contained must have been for a very specific meta and were just awful for me. I had 2 ways to interact with burn and that was it. So going forward, i cut the firewalker and the runed halos and instead placed 3 leylines of sanctity. This would at least give the deck a fighting chance.
Otherwise i was very surprised at the power of the deck beating strategies I didn't think it could beat. Part of that was due to the field of ruins as they helped me beat Tron.
People around me loved the brew and thought it was super spicy. That merfolk is what's making this deck a possibility, that's for sure. Without it, there are many games i could not have set up a winning turn without it. It's worth exploring further.
Some asked me why the deck ran no cryptics and as much as i would love to, triple blue for this deck was actually kind of hard to achieve, so i can see why it was not in the deck. It may be worth trying 2 or so but definitely not 4.
2 Snapcaster Mage
4 Riverwise Augur
Spells
4 Opt
4 Serum Visions
4 Path to Exile
4 Mana Leak
4 Telling Time
2 Search for Azcanta
1 Detention Sphere
2 Cryptic Command
4 Terminus
2 Entreat the Angels
4 Flooded Strand
4 Field of Ruin
2 Celestial Colonnade
2 Hallowed Fountain
4 Glacial Fortress
4 Island
3 Plains
2 Engineered Explosives
2 Dispel
2 Negate
2 Stony Silence
2 Rest in Peace
2 Blessed Alliance
3 Leyline of Sanctity
Went 0-3, but not surprised, still learning the ins and outs of the deck. Learned a lot as a result.
Round 1 RG Tron 0-2
I manage to stall out the game quite a bit, but my opponent eventually manages to land a haymaker I'm unable to deal with both games. A lot spinning tires by drawing air. Didn't draw my hate and not enough main deck counter spells.
Round 2 Bant Coco
I draw 3 of my terminus early game, miracling 2 of them on the opponents early creatures and dorks, but I draw nothing useful for the rest of the game. My opponent eventually stabilizes and wins with creature beats. Game 2 was much the same. spell queller is a beating.
Round 3 Storm
Game 1, I can't do much in the way to disrupt my opponent and promptly lose.
Game 2 goes long, I use a combination of counter spells and land destruction to hit my opponent's mana. I miracle a an Entreat for x=7 but my opponent bounces the tokens and lose to a bunch of goblin tokens. Made the mistake of boarding out all four of my terminus
Take aways: I'm getting better at playing the deck, but I've got a long way to go. I'm switching out cryptic command for a couple of negate mainboard. They're just too clunky a lot of the time due to the colourless lands. The sidebard needs a bit of refinement, but I'm getting there. Might also consider running 1 main deck secure the wastes
I have to know, with Jace, the Mind Sculptor being unbanned, where do you plan on going from here?
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge