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Miracle Lock

Legacy*

xDagon


Sideboard


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The Purpose:

Hi everyone! I have been collecting Magic: The Gathering cards for more than 10 years now and I have always really enjoyed it! However, I played this game casually for most of this period. Indeed, I have gotten interested on the competitive side of the game only a little while ago. One of the part that I like the most about it is how you continuously adopt new strategies and try to perfect the decks you already own.

One of my favourite deck of all time is of course Miracle. The thing is that with the kind of structure it offers, you almost have access to your whole deck once you have survived mid game. It amazes me how complex and elaborated it can becomes. Also, dont forget that its actually one of the best deck of the format which is amazing.

On the contrary, I dont intend to make this guide as a professional player, since Im not one. I want this guide to become a learning tool for any new players interested in the deck and also to become a learning experience for myself. Anyone is allowed and encouraged to comment on any aspect of this guide. Any help is greatly appreciated! Also, keep in mind that I am far from a native English speaker and there is surely a lot of grammatical mistakes. You can either ignore them or help fix them. In both case, it is appreciated!

The term miracle comes from one the most powerful ability you will be using with this deck. In fact, in this precise deck list, you will have access to 6 miracle cards: 2 Entreat the Angels and 4 Terminus. Both of these are really good, but there are also very different and need to be played at a precise time in different situations. Here is how the effect is described by Wizards of the Coast:You may cast this card for its Miracle cost when you draw it if it's the first card you drew this turn.

Simply put, this effect allows you to play these cards for a tremendously low cost when you get them as the first draw of a single turn. Also, there is a couple ways to play them on an opponent turn, which allows a lot of versatility and surprise. However, setting a miracle may be tricky and almost always require a lot of strategy and manipulation, both of which will be described further in the guide. In general, the purpose of this deck is delay the game as much as possible which will allow you to setup your winning conditions. This is why it includes a lot of defensives cards and deck manipulation.

This guide is going to be devised in three major points: the win conditions, the deck manipulation and the survival. All of those are required to play a miracle deck and will be deeply analysed in this guide. Feel free to contribute by stating complex techniques not mentioned!

There is no point in crafting a deck if you cant win with it. Even if it take a lot of turns and work to setup, these winning strategies feel really good to execute and are rewarding since they are so powerful.

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First, the one that you will most likely win with is Entreat the Angels. It allows you to play many 4-4 Angels with flying into play. Since most miracle games are really long, you will have a lot of mana to spend on it. Frequently, you will find yourself spawning five or more angels. Playing a good Entreat the Angels is often a game ender, since the creatures spawned have flying and that your opponent is not likely to block most of them or block a single one at all. It is even possible to setup this effect on an opponent turn when he just spent all his mana on a non-flying creature. It makes it less likely that he has answer for the effect and also allows your creatures to have haste and to finish the game on your turn.

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Secondly, Jace, the Mind Sculptor will act as a clock that will slowly lock up the win each turn. His ultimate ability is almost a certain win when casted, removing your opponent library from the game and making them losing the cards in their hands. Also, his first ability can both be used to remove a bad card from the top of your library or keeping your opponent from drawing a good one. However, is second ability is basically a free of charge Brainstorm. In fact, it is better to build up your card advantage with this ability instead of building him in prevision of using his ultimate ability. Indeed, your opponent can react and either remove Jace from play or kill you. Its why its better to draw a lot of cards which allow you to either find answers for your opponent plays or an Entreat the Angels to seal the win even more tightly. Of course, if you have drawn a lot of good defensive cards, it may be a good idea to start building him.

Finally, your third win condition will be Monastery Mentor. It doesnt seem like much, but this deck contains a lot of spells that will make your board grow to a point of no return for your opponent. Youre a not really vulnerable to board clear, since this is a control deck and you have a lot of defensive cards to protect you and your creatures. I win often with this card.

Deck manipulation is an absolute must in this deck since you are not going to win without getting your win conditions or the correct survival spells. This is perfectly fine, since miracle is known to be the world best deck to manipulate the cards you will be drawing.

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Lets start with Brainstorm. This card is considered one of the best one mana blue spell of the game. It basically let you draw 3 cards and throwing away 2 that you dont judge opportune at the moment. It is insanely good, since you are choosing exactly what you need at the moment. Crazy right? On top of that, you can even set up a miracle card on the top of your library for your next turn. Even more insane, it allows you to active it on your opponent turn, so you can maybe make profit of an Entreat the Angels on their turn. It may be better to use Sensei's Divining Top instead though, but it will be discussed shortly. At the end, you can either scout for lands early and get rid of your late game spells and miracles cards. You can also keep it if you are out of defensive spells. Since you can active it at any given moment, theres no rush in spending it. You need to have a purpose when using it: digging for answer to an opponent card, scouting for a finisher card, setting up a miracle or getting rid of unwanted cards. At the end, these are the hard decisions you are going to make with this deck. The difference between a good and a bad miracle player is often when and why you will use your resources like Brainstorm to manipulate your deck.

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Then, there is Sensei's Divining Top. One of the reasons this deck is working so well. For a single little colorless mana, you will be able to check at the top 3 cards of your library and put them in any given order. Also, like I mentioned earlier, you can use it to activate a miracle ability on your opponent turn. What is also very good is that when you got 2 of them, which will happen from time to time. You can activate his first ability; arrange the cards how you want it; activate his second ability; draw the card you wanted and shuffle your top 3 card in the order you want. With this strategy, you basically just got rid of your second copy while drawing a card you wanted. Also, it can protect himself pretty good when targeted by simply activating his second ability.

Finally: fetch lands. In this version, we are running 2 Arid Mesa, 4 Flooded Strand and 4 Scalding Tarn. They are important in almost every legacy deck, but they really shine in this one. Since you basically always know the top 3 cards of your library, you can decide to fetch a land only to get brand new cards on top of your deck. This is really powerful, since a single life point can be used to get your hand on another 3 cards, which make the total of cards at which you had access in a single turn to 6, plus the cards in your hand. It is why it is recommended to never fetch to only get a basic land, except when you dont have any early in the game. Since you can activate the fetching ability at any given time, its better to wait for a moment that you are obligated to have another available mana or that you really need to get a specific card in your library on top of your deck. Again, these decisions will impact a lot your winning rate and how much control you have on the game. In a game without the use of Blood Moon (sidedeck), you will most likely fetch for Tundra early on to maximise your mana flexibility. However, when running Blood Moon or later on in the game, it is a different story that will be addressed later in the guide.

Most of the time, its true to affirm that a deck is less likely to win if its too slow, since the Meta in the legacy format is so fast.

MORE TO COME. Be patient :D

Suggestions

Updates Add

Added more card advantage to the deck and added more mana flexibility. Fits more the meta by being faster.

-1 Force of Will (Main)

-1 Magus of the Moat (Main)

-1 Vendilion Clique (Main)

+3 Predict (Main)

-1 Pyroblast (Side)

-2 Ponder (Side)

+1 Force of Will (Side)

+1 Magus of the Moat (Side)

+1 Vendilion Clique (Side)

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Revision 3 See all

(3 years ago)

Date added 7 years
Last updated 3 years
Legality

This deck is not Legacy legal.

Rarity (main - side)

23 - 4 Mythic Rares

12 - 4 Rares

14 - 4 Uncommons

5 - 3 Commons

Cards 60
Avg. CMC 2.51
Tokens Angel 4/4 W, Monk 1/1 W
Folders kid
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