Sideboard


I recently got 10th at SCG Classic - Orlando With this list!

-ALRIGHT! Just so you all know this deck is no longer legacy legal. But I put countless hours into this so I can't bring myself to delete it. I'm going to be writing a new primer soon on new miracles soon, so stay tuned!-

This deck is now the top rated Miracles deck on TappedOut! Thank you all so much:D!

-Last Updated 4/4/2017-

From the moment I got into magic, I loved control. The moment I saw Sensei's Divining Top, I fell in a sweet love that only comes once. Nothing has been able to top it as my favorite card since. Then Counterbalance gets printed and I lose my mind at how awesome they are together.

Miracles is all about control, patience, planning ahead, tight resource management, knowing what to expect and how to play around that. As a chess player, I love everything involved in piloting this deck.

Miracles isn't for everyone and a lot of people hate playing against it. It's the only real viable traditional control deck in legacy, it's very challenging while also being extremely rewarding. It is able to be widely customized fairly easily while maintaining a decent level of performance and due to the nature of the deck, a lot of consistency.

The key to this deck is how Sensei's Divining Top interacts with Counterbalance . Whenever your opponent casts a spell, your Counterbalance will trigger. Which says: Whenever an opponent casts a spell, you may reveal the top card of your library. If you do, counter that spell if it has the same converted mana cost as the revealed card. So, in response to the Counterbalance trigger, you can pay and "spin" your Sensei's Divining Top. This allows you to look at the top 3 cards of your deck, then put them back in any order. In legacy, most spells cost 1 or 2 mana. So you can easily match the top card of your library to their spell and counter their spell. This effectively turns every 1 mana into a Counterspell .

You can actually lock your opponents out of the game by "floating" the right cards on top of your deck with Sensei's Divining Top, so that you can counter everything they try to play for .

The backbone of the deck. It gives you all the card manipulation you could want, especially with fetches. It turns a fairly slow, somewhat inconsistent deck into a well oiled consistent machine.

The lock of the deck. This is what gives you the ability to have a soft lock and control the game so well. It combined with Sensei's Divining Top can bring your opponent to a hault, giving you all the time in the world to actually win the game.

One of the primary win conditions of the deck. The card advantage he grants, plus the ability to reset miracles, plus the ability to remove threats, plus the ability to control your opponent's draws, PLUS an ultimate that almost always wins the game? Perfect for a deck with as much removal and control as miracles.

One of the most important, subtle, and skill testing cards in the format. Grants us wonderful card advantage, especially when coupled with fetchlands. Resets miracles, and allows us to put cards on top of our deck for Counterbalance

I personally always play with a Counterspell or two. Sometimes your Counterbalance will miss, sometimes you won't be able to counter that hard-casted Griselbrand . It helps a lot with the close calls. But not entirely necessary in the deck.

The glue that holds the format together and keeps the degenerate unfair decks in check. An absolutely necessary evil. I hate active card disadvantage, but it's better than losing the game!

The best removal spell in the format. It's definitely necessary. It's the simplest and cheapest answer to those pesky creatures.

Another non essential, but I absolutely love being able to answer anything! Sometimes planeswalkers and enchantments can be difficult to deal with game one, so I like to have that catchall.

A debatable essential. It's another 3 mana spell, which is very important for Counterbalance . It's the traditional win condition of the deck. Sometimes making three 4/4 flying Angels at the end of your opponent's turn is enough to win the game. Who knew?

Your emergency "oh crap!" button. If things get too out of hand, or go too wide, it's a cheap and powerful way to wipe the slate clean. Plus having a 6 mana spell can be very important for Counterbalance .

Believe it or not, he can be another win condition. He's mostly used just for some extra advantage with our spells. But attacking for 2 a turn is very powerful when you can control the game as well as Miracles can.

A powerful threat that helps control the opponent's hand and give you information. Very good at taking down planeswalkers, and very powerful with Karakas

A powerful threat that allows you some control over your opponent's spells and permanents. Has a lot of very esoteric interactions. Combos well with Karakas .

A key part of this deck is how your fetchlands give you insane card selection. You already get great card selection when you spin Sensei's Divining Top, because you get to pick which of the 3 cards you want to draw next. But, if your top 3 cards are all not what you need, or not the cmc you need to counter a key spell, you can crack a fetchland which will let you shuffle your deck and get a new 3 to look at!

Fetchlands are especially powerful with Brainstorm because you get to draw 3 cards, put 2 back, then crack a fetchland to put those cards you don't need away for good. Then you can spin Sensei's Divining Top for even more cards to look at.

Brainstorm also has a very favorable interaction with Counterbalance . As it allows you to put cards from your hand back on top of your library so that you can match cmcs for Counterbalance . This is especially good for 3 mana spells, which there aren't many of in the deck. I can't tell you how many times I have used Karakas to return Vendilion Clique to my hand, then play Brainstorm to put the Vendilion Clique back on top of my deck, so that I can counter a 3 mana spell.

Sensei's Divining Top also allows you to control when you use your miracles, Terminus and Entreat the Angels . Which is a very powerful ability that you can sit on until the moment's right! Sensei's Divining Top also has the ability "Tap: Draw a card, then put Sensei's Divining Top on top of its owner's library." Which allows you to trigger miracles even on your opponent's turn if it's the first card you've drawn that turn. This is because you cast the card with miracle during the resolution of the triggered ability. Ignoring any timing restrictions based on the card's type. You can just wait until the time is right and blow them out!

The same ability to trigger your miracles at instant speed is possible with Brainstorm . You just have to make sure that you don't put the miracle card you revealed back on top of your deck during the resolution of Brainstorm .

I think its about time we talk about the elephant in the room time. Time is one of the biggest concerns of actually playing this deck in real life events. Especially when playing in Competitive REL or higher events. The clock is against you every time you spin your Sensei's Divining Top, every time you shuffle, and every time you tank. In this deck, due to the nature of Sensei's Divining Top, youre always going to spend some percentage of time simply rearranging the top 3 cards of your deck, or shuffling. Especially while in Counterbalance wars. This really adds up over time, especially if you do it slowly.

Another issue with time in this deck is that your win conditions can sometimes be extremely slow to actually win, especially through disruption. Whether it be by Jace, the Mind Sculptor s +2, Snapcaster Mage beats, which is a viable win condition when backed up with the soft lock. Entreat the Angels , Vendilion Clique , Venser, Shaper Savant , or the dreaded decking your opponent after locking them out for 50+ turns.

Our wins can take a long time, but when they're backed by a sufficient lock, and fast pacing, you might be surprised just how fast you can actually close a game out. But theres a few things we can do to help with speed and time all together.

Miracles has traditionally been built one of two ways. Ponder or Legends.

In the Legends version of Miracles, you play more Karakas , Vendilion Clique and Venser, Shaper Savant . As well as traditionally fewer Ponder . Whereas the Ponder version traditionally plays few to none of the legends, now it plays more Monastery Mentor and 0~1 Karakas . There are hybrid versions and some more eccentric builds we'll go over as well.

Traditionally Miracles is very good versus most, if not all fair decks. But it is not without its bad matchups and difficult cards to beat.

The two main cards that miracles has a lot of difficulty with and two annoying ones are.

If you like this deck, primer, or want to show your love, click here to give it a +1 :)

Suggestions

Updates Add

Comments View Archive

Revision 34 See all

(7 years ago)

Top Ranked
  • Achieved #6 position overall 8 years ago
Date added 9 years
Last updated 7 years
Legality

This deck is not Legacy legal.

Rarity (main - side)

13 - 3 Mythic Rares

21 - 8 Rares

14 - 2 Uncommons

6 - 2 Commons

Cards 60
Avg. CMC 2.82
Tokens Angel 4/4 W, Monk 1/1 W
Folders interesting, Primer, Legacy, Decks to Watch, Legacy tier, Legacy, control opponent, Legacy, !, Legacy
Votes
Ignored suggestions
Shared with
Views