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Post Post #175 (ISO) » Mon Apr 09, 2012 5:05 pm

Post by xRECKONERx »

In post 173, GreyICE wrote:Miracle actually seems fairly non-random as long as you're not counting on doing massive card draws.

It's tech as hell with think twice and forbidden alchemy, and is going to way power up those decks.

how is it 'tech' with those

think twice wouldn't be the first draw of your turn (which is a requirement for miracle)

neither would forbidden alchemy
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Post Post #176 (ISO) » Mon Apr 09, 2012 5:07 pm

Post by Thestatusquo »

the best standard fit I can see, as we were talking about in scumchat the other night, is in a UR delver build. The burn miracle spell would be pretty tech with ponder and delver.
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Post Post #177 (ISO) » Mon Apr 09, 2012 5:10 pm

Post by GreyICE »

In post 175, xRECKONERx wrote:
In post 173, GreyICE wrote:Miracle actually seems fairly non-random as long as you're not counting on doing massive card draws.

It's tech as hell with think twice and forbidden alchemy, and is going to way power up those decks.

how is it 'tech' with those

think twice wouldn't be the first draw of your turn (which is a requirement for miracle)

neither would forbidden alchemy

Think Twice is the first draw of the turn if you cast it in your opponent's turn. Doesn't have to be YOUR turn.

Alchemy lets you browse past miracle cards and get more Think Twice without actually drawing cards.


4 Ponder
4 Think Twice
2 forbidden alchemy

A good start to some under costed spells.
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Post Post #178 (ISO) » Mon Apr 09, 2012 5:18 pm

Post by Thestatusquo »

Or, you know, you could just play traditional control elements, take control of the board, cast your big endgame threats and win.

Seems like a much better way to use those cards to me.
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Post Post #179 (ISO) » Mon Apr 09, 2012 5:22 pm

Post by Sudo_Nym »

I'm wondering how much design space they really need. They already have all the mechanics they need to make fun sets. The problem is that they're trying to force new mechanics in every set to improve sales, and the result is stuff like Miracle. I mean, I wouldn't be surprised if people tried to build around the Miracle Time Walk, but I don't foresee that ever becoming tier 1.

I think they'd have a lot better success with fun, balanced sets, if they'd chose a theme, and use existing mechanics to build to it, rather than trying to invent new stuff every set.
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Post Post #180 (ISO) » Mon Apr 09, 2012 5:23 pm

Post by Thestatusquo »

I dont disagree with anything you just said.
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Post Post #181 (ISO) » Mon Apr 09, 2012 5:23 pm

Post by GreyICE »

1UW: Put target permanent on the bottom of its owner's library.

2UU: take an extra turn after this one.

I'll jump through some hoops to get that, especially with flashback.

Traditional control decks are tier 2 right now, and this is the sort of boost they need.
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Post Post #182 (ISO) » Mon Apr 09, 2012 5:24 pm

Post by Thestatusquo »

Nope.
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Post Post #183 (ISO) » Mon Apr 09, 2012 5:25 pm

Post by Thestatusquo »

I'll avatar bet you that such a deck does not win a major event in this standard season.
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Post Post #184 (ISO) » Mon Apr 09, 2012 5:28 pm

Post by GreyICE »

Define major event.
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Post Post #185 (ISO) » Mon Apr 09, 2012 5:31 pm

Post by Glork »

GP/PT.
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Post Post #186 (ISO) » Mon Apr 09, 2012 5:35 pm

Post by Sudo_Nym »

I don't disagree that control decks need a boost, though. Creature power creep has gotten really bad in recent sets, while traditional control power has been standing still, and the result is that aggro is just more playable. I haven't actually played since the last block, so my conception may be off, though. The real problem is, I don't see how you could bring control back to standard without really overpowering it again, and then you're just dealing with overall power creep.

If it were me, I'd go back to the Ravnica/TSP power level. That was a really good balance, but maybe a bit control/combo skewed.
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Post Post #187 (ISO) » Mon Apr 09, 2012 5:37 pm

Post by GreyICE »

@Glork: Then no dice. There'll be about 2 relevant ones this season, I wouldn't bet on basic Islands making it into either of those decks. And neither would you. Affinity didn't bother to win its own PT, IN MIRRODIN BLOCK CONSTRUCTED.
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Post Post #188 (ISO) » Mon Apr 09, 2012 5:39 pm

Post by Haze »

Wait Raffinnity didn't rape the entire set/PT?

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Post Post #189 (ISO) » Mon Apr 09, 2012 5:42 pm

Post by Thestatusquo »

I'll even include SCG in there.
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Post Post #190 (ISO) » Mon Apr 09, 2012 5:42 pm

Post by Thestatusquo »

And raffinity wasn't fully developed by the time that was help. People were still fucking playing broodstar. heh.
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Post Post #191 (ISO) » Mon Apr 09, 2012 6:31 pm

Post by GreyICE »

Sure, but it also ran skullclamp. And skullclamp, my friend? It covers a glorious multitude of sins.

I'll wait for the rest of the miracle cards to be spoiled, but right now I'd almost be willing to skew Snapcaster to include them, and that's without seeing more than 3.

The major problem I have is that right now Delver is just so insane, and it's so hard to challenge. Although delver will almost certainly use the time walk one.
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Post Post #192 (ISO) » Mon Apr 09, 2012 6:44 pm

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Miracles seems like fun in casual where you just do really weird stuff.

At least it's not Annihilator.
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Post Post #193 (ISO) » Mon Apr 09, 2012 7:04 pm

Post by Thestatusquo »

In post 191, GreyICE wrote:Sure, but it also ran skullclamp. And skullclamp, my friend? It covers a glorious multitude of sins.

I'll wait for the rest of the miracle cards to be spoiled, but right now I'd almost be willing to skew Snapcaster to include them, and that's without seeing more than 3.

The major problem I have is that right now Delver is just so insane, and it's so hard to challenge. Although delver will almost certainly use the time walk one.


Skullclamp was in everything, though. Hell, TOOTH AND NAIL was playing skullclamp.

God, that was such an unfun format.
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Post Post #194 (ISO) » Mon Apr 09, 2012 8:36 pm

Post by creampuffeater »

It was a worse format in my opinion than Alara shit with Jund, and that was in my opinion the least unfun format we have had (I am biased in that I like control, so when Caw blade dominated, I found that atleast more engaging then who gets luckier on cascade). So ya, I did not like Miroden-Kami standard. I personally loved Kami-Rav, but I only played like 2 months of it due to not finishing my deck until like July with the sets rotating in october.
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Post Post #195 (ISO) » Mon Apr 09, 2012 9:03 pm

Post by Sudo_Nym »

The best times for magic is when all three parts of the triumvirate are viable. The problem with a lot of recent standards, is that the power creep has blown one part of the aggro-control-combo triangle out of proportion with the other two. Magic is always most fun when it's a game of outplanning your opponents in deckbuild, and outthinking and outplaying them over the table. When it's just "Play Jund or lose", or "Play Faeries or lose", it becomes less about who's got the most skill, and more about who's got the most money to spend for the top cards, and the luck to draw well in games.
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Post Post #196 (ISO) » Mon Apr 09, 2012 11:49 pm

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I don't think Miracle will amp up the luck factor that much. The game is already inundated with chance and luck, and it's about managing your probabilities best. It's just another possibility to manage along with what if my deck doesn't draw enough lands, what if I draw Card A and Card B together, what if I don't draw Card A and Card B together, what if I don't draw turn one Goblin Guide, what if I do.

Cascade was mostly a problem because Jund was overpowered, and overcentralization means you have to run the best deck, and you have to run hate for the best deck, so when both you and your opponent know to do that nothing is left but the coin flips. If cascade were part of a balanced format it'd be fine.

That said, if I were going to make a new mechanic, it wouldn't be Miracle (it might be soulbound though, I think that's cool).

I don't think Miracle decks will benefit from instant speed draw, it becomes worse with Miracle, not better. You have to have 4 mana up every time you cast Think Twice, or you risk drawing a totally dead card. In a Miracle deck, you want to have sufficient open mana every time you "draw a first card in a turn". I expect a sorcery speed deck to get the most out of Miracle, Faithless Looting + Noxious Revival seems promising, or just a ramp or control deck that is prepared to hardcast Miracle cards.
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Post Post #197 (ISO) » Tue Apr 10, 2012 2:58 am

Post by GreyICE »

Nah, you know what?

Miracle cards are going to appear in at least the top 2 spots of major events.

Time Walk + Planeswalkers is so stupid-good that it'd be ridiculous not to do that. TIME WALK. As in Time Walk, of the Power 9. As long as you can cast it during your opponent's turns, it'll be too stupid-good not to do.
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Post Post #198 (ISO) » Tue Apr 10, 2012 5:07 am

Post by SensFan »

Time Walk is a powerful card.
Auto-mull to 6 is a terrible side-effect.

The very top players tend to go out of the way to minimize luck and increase consistency. Having cards that go from very strong to completely dead is in direct contrast with that.
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Post Post #199 (ISO) » Tue Apr 10, 2012 6:46 am

Post by GreyICE »

First, it's not a mull to 6. It's a dead card. Very many decks have very many of those. Kibler's WRR has 4 Slagstorms and a Whipflare. You think those aren't dead against UB Planeswalkers?

It pitches to Vess, Faithless Looting, and any more looter effects they print. And, at the end of the day, it cycles for 0. Yes, it requires 7 lands, but it lets you do doubletime on all your walkers, your little vampire generation factory, or just get another swing in.

Also it synergizes VERY nicely with looter effects in two different ways.

Consistency is nice. Winning is nicer.
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