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.
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.
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.