Return all nonland permanents to their owners' hands.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Price & Acquistion Set Price Alerts
|Have (18)||bradyofportdetroit , ZombieFood , MTG1814 , KillDatBUG , pskinn01 , Lindough , Kvothe1115 , Va1mar , , Kimimaro , golgarigirl , Kravian , rakdos24 , VGJustice , GoldGhost012 , , Big-Foot , MoJoMiXuP|
Devastation Tide Discussion
2 weeks ago
Hello again, xyr0s
I just test Devastation Tide against WB Tokens and it was freaking awesome. But against Low-creatures based deck it was a total flop unfortunately.
Talking about creatures, I have a full set of Mantis Rider. Do you like them ?? 3 Toughness seems a bit low for me, but playing Mantis turn 3 ( Assuming perfect mana curves ) looks pretty good IMO.
Thanks again !!
3 weeks ago
As for the creatures, I'd dump all but the 4 lightning angels. It's easy to picture a meta where they do really well, and then there's no reason to dump them. The do a couple of blocks and get in for 3 or 6 damage, before they are removed (by your own Terminus? Sure, fine, did its job.
Can't really decide on Devastation Tide and Temporal Mastery... you'll have to test and see if they work. It's pretty obvious that the more permanents you play, the worse Devastation Tide will be, but other than that... you can easily make games go long enough that you can hardcast Temporal Mastery, I guess, so it's not completely dead.
1 month ago
I would have taken out Thing in the Ice Flip. It's a good creature, but since it takes time to set up, you really should avoid sweeping it. Anything with an ETB trigger would be good instead (for reuse with Devastation Tide)... something like Kitchen Finks (much funnier when its your etb-trigger-creatures). Then you still have piles of sweepers, and go for a gameplan of making the game run long, and end it with a pile of angels, for preference played in your opponents end step... you know, a jeskai-control strategy :).
Don't know the right number of Think Twice, but I think 3 might be right, since you only need them for the turns where you have no other possibility for drawing cards in your opponents turn.
The reasons for suggesting green was first the Courser of Kruphix lets you see the top card all the time, giving you some control over when to draw cards in your opponents turn, and when to save a draw-spell for later, and because the ramp from that one can get pretty good when it goes along with scrying. Second, two of your miracles have an x in their casting cost, and to maximize those, ramping is one way to go.
1 month ago
I would have gone another route with the deck - more like a green-based ramp deck, and not really controlling at all. You would rather try jeskai control, and that's fine.
minor things on this deck as it is: Thing in the Ice Flip and Devastation Tide is really not friends - and it's even worse with Terminus. First of all, Thing in the Ice Flip takes some set-up. having 3 counters of it, and then bouncing it to hand is just annoying. but if you have just 1 counter left on it, and cast Terminus, you return all creatures to hand (and I'm assuming your opponent has more creatures than you, as you don't have very many), instead of bottom of library. That's not very funny with a bunch of Snapcaster Mages and Kitchen Finks.
Apart from that, I think you should exchange Telling Time for Think Twice. Telling time doesn't draw cards, it puts them. So it doesn't trigger miracle. A single think twice can be played outside your own turn two times (first draw in opponents turn in regard to miracling cards), and with the scrying you have available, it's pretty easy to set that up for a miracle).
1 month ago
I hate to tell you but while your ramp suite is ok, it's not as heavy as a typical elf ramp suite is. And with 24 lands you still only have like 35 mana sources in the entire deck, which is not that many.
On top of that, you have a bunch of cards that work on the number of lands you run; see Burgeoning, Caged Sun, Horn of Greed. Espctually give your opponents more advantage than it gives you. Not to mention that part of your removal package, Devastation Tide, returns all nonland permanents to their owners' hands. This means you're shooting yourself in the foot when you cast this as you'll most likely have less lands than your opponents.
On top of that, the fact that you can play half the cards in your deck on turn 4 doesn't help your argument. Your average CMC is 3.4 and most of your cards are less than 7 CMC. This means that if you just hit your land drops for the first 4 turns then you could play half the cards in your deck.
The point of a ramp package is to accelerate play. On turn 4, you want to be seeing more like 6 mana (given the price range and intended meta). You want to be playing your commander on turn 3 consistently and turn 2 with a really good hand as Rashmi gives you card advantage to help refill your hand. As it stands, your deck cannot constistently do this.
The other thing is that since you're a control deck, you want to spend the first two to three turns ramping so that you have mana available to play something as well as have counterspell mana open. Even if you're playing mana dorks, if you're missing your land drops the ncome turn 4+ when you want to start countering things, you won't have the mana available. Or you will have to hold off playing things.
You could vey easily replace Spellbook, Copperhorn Scout, Ivy Lane Denizen, Fog, Wellwisher, Stolen Goods, Illusionist's Bracers, Psychosis Crawler and Mystic Genesis with lands and you wouldn't even notice. Especially if you use lands like Bant Panorama, Evolving Wilds, Terramorphic Expanse and Ash Barrens, they all provide some level of deck thinning. You also have utility lands like Alchemist's Refuge and Cephalid Coliseum which provide functionality above and beyond just tapping for mana.
1 month ago
have you thought about adding Cabal Therapy the chances of being able to flash it back are slime but with the total information it is a strictly better Thoughtseize also have you thought of adding Counterbalance so there is more of a good to control your top to have the counter all the time plus turns Brainstorm in to a Counterspell.Gitaxian Probe also is a good information piece another thought is adding some of the miracles Devastation Tide, Vanishment, and the one you know is not fun for anyone but overall I love the idea of a deck taking lantern control in to edh +1
1 month ago
I have a Miracles deck built for Modern, and there is a card you are missing to help set up your deck. You have Serum Visions, which is one of the pieces, but the other set-up piece you need is Telling Time. This helps you filter unwanted cards, can put miracles on top of your library, and get you other things you might need. The card is a 4-of in a deck like this. The only thing I am missing from my deck is the pair of Entreat the Angels. I have 4 Bonfire of the Damneds, 4 Terminus, 3 Temporal Mastery, and in my sideboard I have 2 Devastation Tide and 4 Thunderous Wrath. I also run 2 Anticipate main, and 1 out of the sideboard. I use Ral Zarek and Chandra, the Firebrand as my wincons.