Miracles, miracles everywhere.
Do you believe in them?
This is a deck type that is incredibly popular in legacy, and for good reason too. the goal is to stall the game till you get enough mana to use Entreat the Angels for a big amount. (usually at least 5 angels). Here's a little list describing the rundown of the deck and how it functions:
Arid Mesa. Gotta love fetchlands to filter our deck and set up our lands.
Brainstorm. Besides the fact that literally EVERY blue deck in legacy runs Brainstorm, it's extra good here as it can easily set up our miracles.
Counterbalance.Working hand in hand with sensei's divining top, this little guy can prove to counter more than you think.
Counterspell.A good, hard counter.
Energy Field
.This is one of the things that can frustrate our opponents the most. working with Rest in Peace, it can essentially be a game win right there, unless your opponent has Abrupt Decay or something.
Entreat the Angels.Our primary win-con of the deck, this little guy spits out angel tokens for us. Best to wait until at least six lands to play him though, as early angels can get removed easily.
Flooded Strand
.Filtering fetchlands. There's a reason that they are so expensive.
Force of Will. Besides the fact that literally EVERY blue deck runs it, this guy is always relevant in your hand with another blue card.
Island.A good land that your opponent WON'T wasteland.
Jace, the Mind Sculptor. This guy is nuts. He can set your draws, mess with your opponents draws, hold off creatures, win you the game BY HIMSELF, and is a Brainstorm on a stick, AND he's blue, so you can exile him with Force of Will early game if things get tricky.
Sensei's Divining Top. This card works to set up the draws so that we get what we need when its required, and you can fetch any of your top three cards at instant speed with it, which can be helpful if your opponent is using JTMS to mess with your draws, among many different situations.
Snapcaster Mage. As a primary function of our deck, we use lots of cheap removal, specifically Lightning Bolt and Swords to Plowshares. Snapcaster helps us get the best effect out of our removal, as we can use it twice. He also is a 2/1, which mas he's not horrible at taking your opponent's health into the danger zone.
Swords to Plowshares. One of our prime pieces of removal, you can wipe a creature right off the board, with the only miniscule drawback being they gain a small amount of life. and if things get tough, you can exile one of our own high power creatures to stay alive a little longer to miracle off a Bonfire of the Damned to save you.
temopral mastery. extra turns are great. you get another land on the field, you draw an extra card, you attack your opponent in the air with a
Mantis Rider
for 3, there is literally no downside, and being able to do it turn 2 or 3 makes a huge difference in getting ahead of the game.
Vendilion Clique. Hand disrupting is always a good thing to do to stop your opponent from messing with our plans, and being a high power creature with evasion AND instant speed capability is amazing, and you can drop him in turn 3!
Sideboard explanation:
Council's Judgment
is for getting rid of pesky permanents that are frustrating you. the worst thing there gonna get rid of is probably JTMS, but typically it will only be a divining top or nothing.
meddiling mage is used to stop crazy combo decks that don't run much removal, or to stop decks that have some insanely anti-miracle card that is frustrating you.
Mindbreak Trap is for Tendrils of Agony storm decks. or just storm decks in general.
Rest in Peace. ANY graveyard deck, specifically DredgeVine decks.
Shattering Spree is for artifacts and artifact decks.
Spirit of the Labyrinth, although counter-productive, you can use it in emergencies against decks that have absurd amounts of card draw.
Mantis Rider
, for the days when you can never have enough mantis in your life.