Its on the first page of the primer, under Kurt Spiess, third decklist
Kurt is an exceptional player, on top of being a nice guy. I live in the Columbia area so we run into each other often. I know he is off the list and was playing some Miracle control deck for the GP.
I was just wondering if anyone else had was still actively pushing the deck and if they had made any changes or had any insight to provide.
Also on a more personal note being as we live in the same area, where do you play as I think I would remember seeing someone playing lands around.
Hah, not often I meet somebody in the area! Well I usually play in DC, and I've only been playing the deck for two months or so now. (And I just finished getting the last card for it today, HURRAH.) I play at Dream Wizards from time to time, mainly EDH and their pre-release events though. Uh, I also frequent Game's and Stuff at least once a month. If it's not too far for you to come down into DC on a Saturday to play EDH, Legacy, Netrunner and some Modern (cannot confirm that one though) I'd love to swap contact info.
Back to thread topic: I took out Creeping tar pit from my list only to immediately put it back in, having that other alternate wincon is fantastic and I actually had to use it when I locked myself harder than my opponent with two Sphere's of Resistence and a 3-Sphere.
I like Creeping Tar Pit and I'd like to find space in the deck for one, but I'm already at 61 cards and I don't even know what to cut! Everything just seems so right.
EDIT: Might go down to 2 Tropical Island and add in a second Dark Depths.
I like Creeping Tar Pit and I'd like to find space in the deck for one, but I'm already at 61 cards and I don't even know what to cut! Everything just seems so right.
EDIT: Might go down to 2 Tropical Island and add in a second Dark Depths.
Mmm.... I suspect you'll miss the third Tropical Island more than you think with those two Tolaria West in the list. Maybe cut Taiga instead?
Hah, not often I meet somebody in the area! Well I usually play in DC, and I've only been playing the deck for two months or so now. (And I just finished getting the last card for it today, HURRAH.) I play at Dream Wizards from time to time, mainly EDH and their pre-release events though. Uh, I also frequent Game's and Stuff at least once a month. If it's not too far for you to come down into DC on a Saturday to play EDH, Legacy, Netrunner and some Modern (cannot confirm that one though) I'd love to swap contact info.
Back to thread topic: I took out Creeping tar pit from my list only to immediately put it back in, having that other alternate wincon is fantastic and I actually had to use it when I locked myself harder than my opponent with two Sphere's of Resistence and a 3-Sphere.
I play at lands at curio cavern (Springfield, VA) on Wednesday's, they get a huge turnout.
Back on topic:
Cutting the Third Tropical is probably a huge mistake. With a 4-5 color list with Green and Blue being the core colors cutting a land that it fetchable and allows you to play all your relevant permanents in your core colors is going to make your manabase a little unstable and your going to mulligan more as a result of it. It makes using TWest more difficult which is a big draw of adding a second Dark Depths.
Cutting the Taiga is probably also a huge mistake as for the same reason as cutting the Tropical Island, its fetchable, it produces green and allows you to cast punishing fire.
Cutting TWest is probably also a huge mistake as it is the best tutor in your deck, its uncountable, it fetches key artifacts or lands and with an additional DD in your deck you now make the DD/Stage win significantly more consistent.
I think the real options are the 4th port, the 5th color, the third crop rotation, or the Ghost quarter
I play at lands at curio cavern (Springfield, VA) on Wednesday's, they get a huge turnout.
Back on topic:
Cutting the Third Tropical is probably a huge mistake. With a 4-5 color list with Green and Blue being the core colors cutting a land that it fetchable and allows you to play all your relevant permanents in your core colors is going to make your manabase a little unstable and your going to mulligan more as a result of it. It makes using TWest more difficult which is a big draw of adding a second Dark Depths.
Cutting the Taiga is probably also a huge mistake as for the same reason as cutting the Tropical Island, its fetchable, it produces green and allows you to cast punishing fire.
Cutting TWest is probably also a huge mistake as it is the best tutor in your deck, its uncountable, it fetches key artifacts or lands and with an additional DD in your deck you now make the DD/Stage win significantly more consistent.
I think the real options are the 4th port, the 5th color, the third crop rotation, or the Ghost quarter
I'll probably end up cutting the third crop rotation. Makes my dredges "better".
I wouldn't cut the 4th port as it's the core of the deck, less so for the combo versions which is why some of them run 3. The 5th color stays. White gets me cannonist and thalia, which are invaluable. I also like being able to EE = 5 without the use of a mox. It's saved me more than once. (Damn Sigarda, host of herons.)
Also weird question, but anyone else like resleeving their favorite deck? Gotta love that new feel. Plus you get to go back and look at all the cards.. most of mine have stories of how I got them.
So i've been inspired by the recent Kennen Haas Jund Depths to make some adjustments to my deck. But i just wanted to run it by all of you, before splashing more money on this expensive cardboard hobby
So this is my current list:
-snip-
Haas' list inspired me to finally cut the blue from the deck, even though i really like Tolaria West.
So this is the changes i was thinking about making:
I would also like to find a place for the single Basic Forest though - but not sure what to cut?
My main concern with cutting blue COMPLETELY is that i will loose both Academy Ruins and Creeping Tar Pit which both have done a TON of work for me in the past. What do you guys think? Can i keep both of these cards with only 1 Tropical Island and 4 Mox Diamond's
For clarification this would be the list:
-another snip-
Another thing - I'm i the only one who has his hopes up for an 'Academy Ruins for enchantments' in the Theros Block?
Just a small nitpick: I was going to suggest that you add more than just 2 Entombs, but your proposed list has three in lieu of the single Raven's Crime. So nevermind!
And yeah... if we get that kind of land in the near future there's a whole slew of enchantments I want to try out. Chains of Mephistopheles, anyone?
I also like being able to EE = 5 without the use of a mox. It's saved me more than once. (Damn Sigarda, host of herons.)
Also weird question, but anyone else like resleeving their favorite deck? Gotta love that new feel. Plus you get to go back and look at all the cards.. most of mine have stories of how I got them.
How is Sigarda an issue? If Tabernacle is the reason, Tabernacle actually forces the creature to be destroyed, not sacrificed.
Also, for EDH I sometimes go through phases where I rebuild entire decks and take apart others. Double resleeving and unsleeving decks several times in a night kind of sucks to be honest. Hah
How is Sigarda an issue? If Tabernacle is the reason, Tabernacle actually forces the creature to be destroyed, not sacrificed.
Also, for EDH I sometimes go through phases where I rebuild entire decks and take apart others. Double resleeving and unsleeving decks several times in a night kind of sucks to be honest. Hah
If they have 5 mana to cast sigarda, I'm sure they can pay the upkeep on tabernacle.
We cannot Maze of Ith Sigarda, nor Punishing Fire it. She's a HUGE problem if she lands.
I'll probably end up cutting the third crop rotation. Makes my dredges "better".
I was thinking of cutting a punishing fire just because you can dredge it and intuitioning it isn't a bad idea. Also, maybe cutting one engineered explosives because it's tutorable via intuition and tolaria west.(leaning more towards explosives because explosives isn't a win condition, good for locks though)
Crop rotation is really strong because wasteland is rampant in the meta and can be put into every deck, I wouldn't cut it
I just want to add the mindslaver lock, it's always fun, and evil
I was thinking of cutting a punishing fire just because you can dredge it and intuitioning it isn't a bad idea. Also, maybe cutting one engineered explosives because it's tutorable via intuition and tolaria west.(leaning more towards explosives because explosives isn't a win condition, good for locks though)
Crop rotation is really strong because wasteland is rampant in the meta and can be put into every deck, I wouldn't cut it
I just want to add the mindslaver lock, it's always fun, and evil
I wouldn't play less than 3 fires. The second EE is just amazing, I would never go back to 1, especially with TNN in the meta now.
All with due testing though.
If you do play mindslaver, you should also be playing Urborg, helps you get the 12 mana you need with mazes and tabernacle.
Had a great night tonight at the LGS weekly. 4-0 (8-2) with R/G combo lands with a black splash. I forgot how consistent it is to run basically a two color manabase in lands.
I also finished my first play set of foil Japanese cards. Punishing fires are down. On to thespian stage next.
Can anyone give me a few tips for the UWR Counter-Top matchup? I played against it last night and got trounced. I'm sure a portion of it is due to my inexperience piloting the deck, but anything you guys have to offer would be greatly appreciated.
As an aside, I tested Chains of Mephistopheles against various blue decks (to answer Rampart's question), and while it did make Jace the worst thing ever for my opponent in one game, it's not as back-breaking as I thought it would be. I thought maybe it'd work as anti-cantrip tech, but it's just not high-impact enough. I'll stick with the textbook cards in Chalice of the Void and Trinisphere.
Can anyone give me a few tips for the UWR Counter-Top matchup? I played against it last night and got trounced. I'm sure a portion of it is due to my inexperience piloting the deck, but anything you guys have to offer would be greatly appreciated.
As an aside, I tested Chains of Mephistopheles against various blue decks (to answer Rampart's question), and while it did make Jace the worst thing ever for my opponent in one game, it's not as back-breaking as I thought it would be. I thought maybe it'd work as anti-cantrip tech, but it's just not high-impact enough. I'll stick with the textbook cards in Chalice of the Void and Trinisphere.
What version is it? RIP or Miracles?
They usually have a lot of basics, so ports aren't AS effective, but still do a lot of work. Engineered Explosives deals with counterbalance very well, and punishing fire should kill any V-Clique and Jace.
I think the only games I've lost to miracles was from Entreat the Angels, since they can cast it in response to ports and stuff.
They usually have a lot of basics, so ports aren't AS effective, but still do a lot of work. Engineered Explosives deals with counterbalance very well, and punishing fire should kill any V-Clique and Jace.
I think the only games I've lost to miracles was from Entreat the Angels, since they can cast it in response to ports and stuff.
I saw both RiP and Entreat in game 1. >_>
I don't have Punishing Fires yet (or more accurately, the Groves), so I guess that's another reason for me to stop being so lazy and get them.
I think Miracles really boils down to their enchantments if they are going to win, or them getting an Entreat. RIP and Blood Moon are probably their best tools against you, so definitely have Krosan Grip available and find a basic Forest to ensure you can cast it through Moon. Entreat is just hard to deal with short of having an Explosives ready for it.
Top is basically the best card in their deck, so again Grip is fantastic. Pithing Needle or Revoker if you are running them are also strong.
Jace is also incredibly strong, but your more naturally ready to deal with Jace. Punishing Fire with a single copy of Grove means they can only Fateseal to break even on Loyalty. They are most likely going to be Fatesealing themselves in this situation as Loam + fetches lets you stop any shenanigans should they target you; Fatesealing themselves to control their draws every turn is still strong though by no means a Brainstorm each turn so they aren't actually getting card advantage. A second Punishing Fire or second Grove will allow you to completely burn down Jace.
Tar Pit is also obviously fantastic at hitting Jace especially because Miracles rarely has Wastelands of their own.
Bob is great to board in because they are likely going to board out removal for game 2, and he'll make sure you don't run out of gas even if RIP rears its ugly head.
I also like Thalia against them personally. Again, they are going to be bringing out removal so she'll often just be left unanswered for the entire game, and slowing down their development is great. Miracles will tend to be running six or seven basics or so so Wasteland loses a lot of its effectiveness against them and you can be sure they will play around it with every land drop if possible, especially if they are running Moon. If you see Tundra hit the field against you it's probably because they had no other options. But they still run plenty of top end cards with Jace, potentially Elspeth, Entreat the Angels, depending on the version there could also be Helm of Obedience, Venser, etc. Thalia and Port with Wasteland should it find a target will delay the top of their curve which basically consists of their win conditions. Thalia also makes Brainstorm and the like more clunky too which is excellent as always. Cutting them off double blue stops Jace, Clique, Venser, Counterspell, and Counterbalance. Cutting them off of double and/or triple white will stop Entreat the Angels which is probably their best win condition against you. I've seen a trend lately in Miracles lists with running more Entreats than they used to and I think that's a great switch for them. Traditionally they were using one maybe two, and it was basically there to dig for in the lategame as a win condition when you had a big pile of mana. People have really realized the strength of early Entreats though. Three mana for a quick 4/4 flier is actually damn good in a lot of matchups. Even if you can't keep them from double white it's still relevant to keep them from triple as they can just hardcast it from hand as the game goes long; I've played Miracles many times in the past and casting it at five or even seven mana for one or two angels when I didn't have a Brainstorm to set up the Miracle has still won me many games against other control decks. Entreat may be famous for the huge armies of angels that win in one turn, but having one or two of them gets there a lot even if it's not pretty.
Chalice is also excellent especially if you are on the play. Stopping them from ever landing Top or Brainstorm is huge gain. Chalice on two is also pretty good even if its just for stopping RIP. Even on the draw if they stick a turn 1 Top Chalice on one can still be good to stop future Brainstorms but also it stops them from replaying Top if they ever bounce it to draw.
With the sheer number of basics they run it's hard to really lock their mana down; you can make them stumble but eventually they'll get to a point where they have enough mana to do what they want. Unless of course you run Ghost Quarter... but that plan is just too durdley for my tastes... That said, rather than trying to establish total control of the game I almost think you want to just make them stumble long enough that you get a nice fat Marit Lage down that they can't answer. I feel like trying to take total control of the game is just asking for something to slip through against Miracles imo. There's also the issue of time to be honest, and it's going to take a lot longer to lock out Miracles than it would to lock out a tempo deck, so being at least somewhat proactive by tutoring up StageDepths once you've stumbled their development will prevent a draw for going to time.
I haven't played Lands vs Miracles personally, but I've been on both sides of Miracles vs LoamPox and control matchups in general with Miracles and in my experience the player who wins is the one who durdles less. You don't want to just go for it out of nowhere (unless you are behind and you don't really have another option... sometimes the hail marry can work), but once you have the a lead going for you I always favor doing something proactive with it.
Does anybody here play the white splash of lands? I'm setting out on my epic quest to build the white splash and was wondering if anyone had any thought on Horizon Canopy as a one of in the deck?
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Does anybody here play the white splash of lands? I'm setting out on my epic quest to build the white splash and was wondering if anyone had any thought on Horizon Canopy as a one of in the deck?
I play the white splash. All 5 colors, actually. Horizon Canopy is nice, but I don't like the fact that it does damage to you. If I wanted a card draw effect, I'd rather play thicket. It works well with crucible, but takes a lot of effort to loam and lose it as an additional land drop.
Thanks Sparki. I was just wondering what those with experience with it thought. I'm running through the plays it could make in my head and it seemed really good but now seeing it eat a land drop every turn does seem a bit clunky for the deck. I'm actually thinking about putting monthly updates videos on my youtube channel showing how I build the deck.
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I'll never tell you the flavor text of Teferi's Imp!!
Thanks Sparki. I was just wondering what those with experience with it thought. I'm running through the plays it could make in my head and it seemed really good but now seeing it eat a land drop every turn does seem a bit clunky for the deck. I'm actually thinking about putting monthly updates videos on my youtube channel showing how I build the deck.
So I run both Tranquil Thicket and Horizon Canopy. The main reason I run both is to get another white source in the mainboard for supporting the sideboard, which is just for the Ethersworn Canonist. But if my Thicket gets exiled game 2, I still have a backup plan for instant speed Loam Dredging.
Also, as a question to everyone. How many Depths do you run? I've run into an issue against a few decks where I get my Depths Wasted on game 2 then DRS'd into dust. And that kind of leaves me floundering. I'm now considering bumping up the count to two, thoughts?
I don't run depths. After I finish building the deck and get experience playing it and hopefully winning with it, I might switch to the Stage/Depths combo with Crop Rotation.
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Decks I play
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Dredge 0
DredgeGBRU
AffinityXRUB
GoblinsRWB
10 land StompyG
BurnR
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Hah, not often I meet somebody in the area! Well I usually play in DC, and I've only been playing the deck for two months or so now. (And I just finished getting the last card for it today, HURRAH.) I play at Dream Wizards from time to time, mainly EDH and their pre-release events though. Uh, I also frequent Game's and Stuff at least once a month. If it's not too far for you to come down into DC on a Saturday to play EDH, Legacy, Netrunner and some Modern (cannot confirm that one though) I'd love to swap contact info.
Back to thread topic: I took out Creeping tar pit from my list only to immediately put it back in, having that other alternate wincon is fantastic and I actually had to use it when I locked myself harder than my opponent with two Sphere's of Resistence and a 3-Sphere.
EDIT: Might go down to 2 Tropical Island and add in a second Dark Depths.
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Mmm.... I suspect you'll miss the third Tropical Island more than you think with those two Tolaria West in the list. Maybe cut Taiga instead?
I play at lands at curio cavern (Springfield, VA) on Wednesday's, they get a huge turnout.
Back on topic:
Cutting the Third Tropical is probably a huge mistake. With a 4-5 color list with Green and Blue being the core colors cutting a land that it fetchable and allows you to play all your relevant permanents in your core colors is going to make your manabase a little unstable and your going to mulligan more as a result of it. It makes using TWest more difficult which is a big draw of adding a second Dark Depths.
Cutting the Taiga is probably also a huge mistake as for the same reason as cutting the Tropical Island, its fetchable, it produces green and allows you to cast punishing fire.
Cutting TWest is probably also a huge mistake as it is the best tutor in your deck, its uncountable, it fetches key artifacts or lands and with an additional DD in your deck you now make the DD/Stage win significantly more consistent.
I think the real options are the 4th port, the 5th color, the third crop rotation, or the Ghost quarter
I'll probably end up cutting the third crop rotation. Makes my dredges "better".
I wouldn't cut the 4th port as it's the core of the deck, less so for the combo versions which is why some of them run 3. The 5th color stays. White gets me cannonist and thalia, which are invaluable. I also like being able to EE = 5 without the use of a mox. It's saved me more than once. (Damn Sigarda, host of herons.)
Also weird question, but anyone else like resleeving their favorite deck? Gotta love that new feel. Plus you get to go back and look at all the cards.. most of mine have stories of how I got them.
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Just a small nitpick: I was going to suggest that you add more than just 2 Entombs, but your proposed list has three in lieu of the single Raven's Crime. So nevermind!
And yeah... if we get that kind of land in the near future there's a whole slew of enchantments I want to try out. Chains of Mephistopheles, anyone?
And what matchups would you use Chains in?
How is Sigarda an issue? If Tabernacle is the reason, Tabernacle actually forces the creature to be destroyed, not sacrificed.
Also, for EDH I sometimes go through phases where I rebuild entire decks and take apart others. Double resleeving and unsleeving decks several times in a night kind of sucks to be honest. Hah
If they have 5 mana to cast sigarda, I'm sure they can pay the upkeep on tabernacle.
We cannot Maze of Ith Sigarda, nor Punishing Fire it. She's a HUGE problem if she lands.
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Er... Sometimes I wonder why I play this deck when I regularly forget about a majority of our interactions. (ノಥ益ಥ)ノ
Like that time I fetched a tropical island thinking I could block a bunch of merfolk lords with my bobs? Yup.
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I was thinking of cutting a punishing fire just because you can dredge it and intuitioning it isn't a bad idea. Also, maybe cutting one engineered explosives because it's tutorable via intuition and tolaria west.(leaning more towards explosives because explosives isn't a win condition, good for locks though)
Crop rotation is really strong because wasteland is rampant in the meta and can be put into every deck, I wouldn't cut it
I just want to add the mindslaver lock, it's always fun, and evil
Thanks Argentleman;)
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I wouldn't play less than 3 fires. The second EE is just amazing, I would never go back to 1, especially with TNN in the meta now.
All with due testing though.
If you do play mindslaver, you should also be playing Urborg, helps you get the 12 mana you need with mazes and tabernacle.
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Right there's TNN now
Darn, this will be tough I guess the best idea is to test it out.
Thanks
I'll try Urborg, see how it goes
Thanks Argentleman;)
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I also finished my first play set of foil Japanese cards. Punishing fires are down. On to thespian stage next.
As an aside, I tested Chains of Mephistopheles against various blue decks (to answer Rampart's question), and while it did make Jace the worst thing ever for my opponent in one game, it's not as back-breaking as I thought it would be. I thought maybe it'd work as anti-cantrip tech, but it's just not high-impact enough. I'll stick with the textbook cards in Chalice of the Void and Trinisphere.
What version is it? RIP or Miracles?
They usually have a lot of basics, so ports aren't AS effective, but still do a lot of work. Engineered Explosives deals with counterbalance very well, and punishing fire should kill any V-Clique and Jace.
I think the only games I've lost to miracles was from Entreat the Angels, since they can cast it in response to ports and stuff.
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I saw both RiP and Entreat in game 1. >_>
I don't have Punishing Fires yet (or more accurately, the Groves), so I guess that's another reason for me to stop being so lazy and get them.
Top is basically the best card in their deck, so again Grip is fantastic. Pithing Needle or Revoker if you are running them are also strong.
Jace is also incredibly strong, but your more naturally ready to deal with Jace. Punishing Fire with a single copy of Grove means they can only Fateseal to break even on Loyalty. They are most likely going to be Fatesealing themselves in this situation as Loam + fetches lets you stop any shenanigans should they target you; Fatesealing themselves to control their draws every turn is still strong though by no means a Brainstorm each turn so they aren't actually getting card advantage. A second Punishing Fire or second Grove will allow you to completely burn down Jace.
Tar Pit is also obviously fantastic at hitting Jace especially because Miracles rarely has Wastelands of their own.
Bob is great to board in because they are likely going to board out removal for game 2, and he'll make sure you don't run out of gas even if RIP rears its ugly head.
I also like Thalia against them personally. Again, they are going to be bringing out removal so she'll often just be left unanswered for the entire game, and slowing down their development is great. Miracles will tend to be running six or seven basics or so so Wasteland loses a lot of its effectiveness against them and you can be sure they will play around it with every land drop if possible, especially if they are running Moon. If you see Tundra hit the field against you it's probably because they had no other options. But they still run plenty of top end cards with Jace, potentially Elspeth, Entreat the Angels, depending on the version there could also be Helm of Obedience, Venser, etc. Thalia and Port with Wasteland should it find a target will delay the top of their curve which basically consists of their win conditions. Thalia also makes Brainstorm and the like more clunky too which is excellent as always. Cutting them off double blue stops Jace, Clique, Venser, Counterspell, and Counterbalance. Cutting them off of double and/or triple white will stop Entreat the Angels which is probably their best win condition against you. I've seen a trend lately in Miracles lists with running more Entreats than they used to and I think that's a great switch for them. Traditionally they were using one maybe two, and it was basically there to dig for in the lategame as a win condition when you had a big pile of mana. People have really realized the strength of early Entreats though. Three mana for a quick 4/4 flier is actually damn good in a lot of matchups. Even if you can't keep them from double white it's still relevant to keep them from triple as they can just hardcast it from hand as the game goes long; I've played Miracles many times in the past and casting it at five or even seven mana for one or two angels when I didn't have a Brainstorm to set up the Miracle has still won me many games against other control decks. Entreat may be famous for the huge armies of angels that win in one turn, but having one or two of them gets there a lot even if it's not pretty.
Chalice is also excellent especially if you are on the play. Stopping them from ever landing Top or Brainstorm is huge gain. Chalice on two is also pretty good even if its just for stopping RIP. Even on the draw if they stick a turn 1 Top Chalice on one can still be good to stop future Brainstorms but also it stops them from replaying Top if they ever bounce it to draw.
With the sheer number of basics they run it's hard to really lock their mana down; you can make them stumble but eventually they'll get to a point where they have enough mana to do what they want. Unless of course you run Ghost Quarter... but that plan is just too durdley for my tastes... That said, rather than trying to establish total control of the game I almost think you want to just make them stumble long enough that you get a nice fat Marit Lage down that they can't answer. I feel like trying to take total control of the game is just asking for something to slip through against Miracles imo. There's also the issue of time to be honest, and it's going to take a lot longer to lock out Miracles than it would to lock out a tempo deck, so being at least somewhat proactive by tutoring up StageDepths once you've stumbled their development will prevent a draw for going to time.
I haven't played Lands vs Miracles personally, but I've been on both sides of Miracles vs LoamPox and control matchups in general with Miracles and in my experience the player who wins is the one who durdles less. You don't want to just go for it out of nowhere (unless you are behind and you don't really have another option... sometimes the hail marry can work), but once you have the a lead going for you I always favor doing something proactive with it.
Decks I play
Legacy
Dredge 0
DredgeGBRU
AffinityXRUB
GoblinsRWB
10 land StompyG
BurnR
DreadstillURW
BelcherGR
Death and Taxes W
Enchantress GWR
BUILDING
Legacy Lands GBRUW
I'll never tell you the flavor text of Teferi's Imp!!
I play the white splash. All 5 colors, actually. Horizon Canopy is nice, but I don't like the fact that it does damage to you. If I wanted a card draw effect, I'd rather play thicket. It works well with crucible, but takes a lot of effort to loam and lose it as an additional land drop.
WGURBLands!WGURB
WGUInfectWGU
Legacy Lands Primer
Top 8 SCG Oakland 2014
Helpdesk
My Cube on CubeTutor
Decks I play
Legacy
Dredge 0
DredgeGBRU
AffinityXRUB
GoblinsRWB
10 land StompyG
BurnR
DreadstillURW
BelcherGR
Death and Taxes W
Enchantress GWR
BUILDING
Legacy Lands GBRUW
I'll never tell you the flavor text of Teferi's Imp!!
So I run both Tranquil Thicket and Horizon Canopy. The main reason I run both is to get another white source in the mainboard for supporting the sideboard, which is just for the Ethersworn Canonist. But if my Thicket gets exiled game 2, I still have a backup plan for instant speed Loam Dredging.
Also, as a question to everyone. How many Depths do you run? I've run into an issue against a few decks where I get my Depths Wasted on game 2 then DRS'd into dust. And that kind of leaves me floundering. I'm now considering bumping up the count to two, thoughts?
WGURBLands!WGURB
WGUInfectWGU
Legacy Lands Primer
Top 8 SCG Oakland 2014
Helpdesk
My Cube on CubeTutor
Decks I play
Legacy
Dredge 0
DredgeGBRU
AffinityXRUB
GoblinsRWB
10 land StompyG
BurnR
DreadstillURW
BelcherGR
Death and Taxes W
Enchantress GWR
BUILDING
Legacy Lands GBRUW
I'll never tell you the flavor text of Teferi's Imp!!