Now the cards that are geared to do that are also geared to, thru scry, draw, counterspells, control, to control the game, get out, Flip
Thing in the Ice
The deck does that well, and in my humble opinion is one of the best decks of it's kind out of all the decks of it's kind out there on, Tapped Out, The Vault, MTG Salvation, TCG, and is somewhere between a Tier 1.75 at best, to Tier 2 on average, to Tier 2.25 to Tier 2.5 at Worst. The Deck is, should be just barely somewhere between just barely by skin of teeth semi inconsistent, to semi consistent, to consistent at best.
The deck should finish about 7,8, 9th place at best, to 10, 11, 12th place on average to 13, 14, 15th place at worst at a semi competitive modern format FNM tournament. The deck would probably finish about 16th to 30th at a Regional, City, Convention, competitive tournament. About 25th to 50th at a State competitive tournament. About 40th to 80th at a PTQ. About 75 to 150 at a GP, Grand Prix. About 100 to 200 at a Pro Tour. About a 150 to 300 at a World Championship.
The deck will probably win about 49.999% of its games in tournaments.
The deck will either just barely win 2-1 in 3 game matches, or just barely lose 2-1 in 3 game matches.
The deck is a dark horse, spoiler, rogue deck, that can beat the better, best decks out there, and lose to some of the weaker decks.
66 cards, 25 lands, a 37.87% land, mana ratio percent.
Some may wonder why deck is over 60 cards, and why mix of 4,3,2,1 of's, instead of 60 cards, 3, 4 of's.
Miracle decks are extremely hard to build. They require a LOT of NECESSARY PARTS, Pieces to run, work, be competitive etc.
Because of point 1 above, it takes more then 60 cards. The trade off in not having the better draw odds, consistency of 60 cards is offset, made up, by having the right cards, right numbers of cards to make the deck more consistently work.
A mistake a lot of miracle decks have is they either run 3, 4 ofs multiple miracle cards, with no way to discard them to graveyard, or run 1, multiple miracle cards as a 1 of, with no discarders, or they run lesser discarders like faithless looting.
The right number of miracle cards is 4,5,6 run as either 2 miracle cards as a 2,3 of or 3 miracle cards as a 2 of, with discarding.
4,5,6 miracle cards makes it likely that still draw into them if have draw, scry help(why draw, scry help is so necessary).
While not having them in opening hand, while having discard to discard opening hand miracles.
8,9 to 10,11,12 miracle cards, at 3, 4 ofs are too many miracles.
Then what the deck, miracles, needs is control, counterspells. This deck has 7 counterspells, that all do other things besides countering all, any spell, and not just creature spells or just noncreature spells.
As I said above, this is at least a semi competitive or better miracle deck, that is a primer example deck of how a miracle deck should probably be built.
That said I am not a know it all, and am open to constructive suggestions, debate, discussion.
That said I may or may not be persuaded or convinced.
That said I am probably not open to wholesale changes.
A LOT of TINKERING, TWEAKING, MAKING CHANGES, TAKING COUPLE, FEW, SOME CHANGES, SUGGESTIONS, GETTING DERIVATIVE IDEAS FROM OTHER DECKS, PRACTICING, PLAYTESTING, EXPERIENCE, LOGIC, ETC, went into making this deck, and so that is why probably not open to wholesale changes.
Also that said anybody is welcome to try to get me to make wholesale changes, if they want to.
That said, please only constructive discussion, debate pertaining to this deck, and please no name calling, insulting.
I plan to deck cycle, feature this deck, post a semi Forum article linking to this deck, about this deck, and about miracle decks, as a Primer for those who want to build the most optimized miracle deck possible.
I think this deck helps do that.
Please feel free to playtest, use deck.
But if do that, please give me the credit, and report results if want to.
Also please +1, like this deck, if you want to, if like this deck.
I think this deck probably deserves to be given somewhere between about 5 to 25 likes, +1's at minimum, to 50 to 75 to 100+, likes, +1's at maybe maximum.
No way should this deck get fewer then, only 1,2,3 likes, +1's
I understand this is a rediculously expensive deck, but that is not to make a supposed best ever tier 1 deck, but just to make miracle a viable, playable, workable, semi competitive,interactive, fun, semi consistent, dark horse, rogue, spoiler, etc, tier 1.5 to tier 1.75, to tier 2,etc,deck.
I understand that such rediculously expensive decks can make people, players, not like, +1 the deck.
But if thats the case please dont let the deck price prevent the deck from getting the likes, +1's it might, maybe, probably deserves, etc.
And to those who do, if like, +1 the deck, then thanks for any likes, +1's
I hope ya all like, enjoy, have fun, with this deck, Primer, semi article, etc, and are able to build optimized miracle decks, if want to.
Magic the Gathering, FNM is TM and copyright Wizards of the Coast, Inc, a subsidiary of Hasbro, Inc. All rights reserved. This site is unaffiliated. Articles and comments are user-submitted and do not represent official endorsements of this site.