Help with deciding between u/w miracles and goodstuffs

Legacy Deck Help forum

Posted on Sept. 21, 2015, 1:27 a.m. by HorrorAvengers

Just brewing is my current build, an in-between of miracles and midrange. The theory behind it is that the deck can land and protect a jace better than anyone else, and, failing that, geist/true name and fantastic win conditions. Divining top helps smooth out my draws and i like being able to side into the mentor combo easier. What I'm asking is if i would be better served moving all the miracles pieces (top, terminus, counterbalance) to sideboard, and maining the 7 card stoneblade engine, or just moving balances and terminus, and replacing then with more removal? Balance has just been so underwhelming, i almost always wish it was some card that impacted the board.

KillDatBUG says... #2

Play one or the other; it's not worth trying to merge Stoneblade and Miracles, because they can't mesh easily. Also, the deck you posted isn't even a Stoneblade variant at all, because you're not playing Stoneforge Mystic, Batterskull, and Umezawa's Jitte. So really, you just have a worse version of Miracles.

Also, Counterbalance is still quite good even without Top, since you can play Brainstorm, Ponder, Preordain, or any of the other ways to manipulate the top card of your library. And since you have so many cantrips to find Top with, you usually can assemble the combo with ease. And once you do, it's nearly unstoppable.

September 21, 2015 2:16 a.m. Edited.

MollyMab says... #3

Actually some Miracles lists do play 2 stoneforge and a batterskull alongside Mentor.

September 21, 2015 2:48 a.m.

HorrorAvengers says... #4

What i meant was for the general plan i wanna be working towards, the play a jace and use removal/good blockers to protect it and have the creatures as a backup win, would i be better served playing stoneblade? Batterskull is Kind of sick card, i play it in decks where it isn't a 2-drop flash creature and its still sweet. My only major hesitancy is without vial I'm not a huge stoneforge mystic fan, cause in decks with no other removal targets, she dies before i can use her a lot

September 21, 2015 9:50 a.m.

kyuuri117 says... #5

The reason that miracles plays counterbalance/top is because the vast majority of the deck is one and two drops. Like, to be specific, if it isn't their jace, terminus, dig through time, or entreat the angles, it's a one or two drop. That allows them to very efficiently soft lock most decks in the format. And anything that isn't a 1-2 drop gets hit by terminus, red ele blast, or counterspell, etc.

Playing stuff like True-Name and Geist really dilutes the power of counterbalance/top and makes it much worse.

September 21, 2015 12:34 p.m.

HorrorAvengers says... #6

That's kinda what i was finding. I still appreciate the long game appeal of top/terminus, and using karakas to prevent my geist from getting tucked sounds fairly solid, but counterbalance seems weak in the list. Dropping balance and possibly ponders for a stoneblade package seems like the best option. Just wish i could protect the mystic better.

September 21, 2015 6:59 p.m.

This discussion has been closed