Best Xtra Wrath Turn Miracle!?

by Asturonethorius on 25 July 2016

Main Deck (66 cards)

Sideboard (15 cards)

Instants (4)


Artifacts (2)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

This is a rare, unique, modern format Miracle Deck in Blue Red, splash white, splash green, Delverish, Thing in Ice, Ludevic's Test Subject,Jace Prodigy, Civilized Scholar, Snap Caster, Remand,Counterspell, draw, scry 3, etc, shell.

The deck somewhere between just barely semi inconsistent, to semi consistent to just barely consistently. Scrys 3 cards at a time, ala like PONDER, except no get draw card after scry 3, with cards like 2 of Serum Vision, 2 of Judge unworthy, 2 of Opt, 2 of Jace Mind Sculptor, and 3 of Halimar Depths.

Then the deck DRAWS cards like crazy AFTER STACKING the deck like CRAZY, thru Scry 3 a lot. This helps set up the 4 miracle cards, like 2 of Thunderous Wrath, and 2 of Temporal Mastery, so that they go off for cheap MIRACLE cost, then doing lots of damage, extra turns, etc.

Then 1 of the Key cards 4 of NOXIOUS REVIVAL, makes it so that can get miracle cards back, and cast again 1,2 times when get 1,2 of them per game on average. And then you can Snapcaster Mage, Noxious Revival to get back miracle cards back and cast the miracle cards again.

And have cards like 3 Delver, and 3 Civilized Scholar, and 3 Thing in the Ice, that can get big, deal big damage in a hurry too.

And you have 2 Remand counter spells, and 2 judge unworthy, and 2 Jace, 2 Wrath, 2 Cryptic Command, 2 Wizards Retorts, or 12 ways to either counterspell, burn, damage, remove, tap, opponent creatures, while you scry, draw, miracle card them, Delver, Civilized Scholar, Thing in the Ice them.

And there is plenty of scry 3, draw to help you get all the 12 cards that would shut down your opponent cards, creatures.

This makes this deck somewhere between a tier 1.67 to tier 2 to tier 2.15 at worst, between just barely semi competitive to just barely competitive, and can, could, would, should, etc, finish about somewhere between 8,9,10 at best, to 11,12,13,14, 15th at worst at a at least a semi competitive Modern Format FNM. It might finish 17th to 35 th at a competitive, big FNM, to a convention, city, tournament, 37 to 73 at a Regional, state tournament, 75 to 150 at a PTQ, 150 to 300 at a GP, 300 to 600 at a World Championship, AS LONG AS MULLIGAN WHEN, IF NEED TO, and as long as PLAY RIGHT.

Also this is probably THE BEST MIRACLE DECK, out of Most, ALMOST all Miracle Decks here and on TO sites.

I know that is probably a bold claim. But there are extremely few Miracle Decks. And extremely few of them, have enough counterspells, enough draw, enough deck stacking SCRY 3 cards, to make a effective Miracle Deck.

Also almost all miracle decks havent found a way around not having PONDER, which has been BANNED in Modern Format. This deck has found a way around not having PONDER.

So because of that, those things, this MIRACLE deck, MIGHT, MAYBE,MAY, PROBABLY be the BEST MIRACLE CARD DECK, out of all, any of the MIRACLE CARD DECKS, here, and at TO site, MTG Salvation site, sites.

Like I said thats a bold claim, but IF wrong, PROVE me wrong by posting, linking, etc, to, about a better MIRACLE CARD DECK, here, TO, MTG Salvation, or somewhere else.

So because of That, I think this deserves more then just barely 1, +1, like, etc.

So when, if like the deck, then please +1, like the deck, IF, When want to, IF you think this deck should get, be +1, liked

So thanks for likes, +1's

Mike

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Deck Breakdown: 66 cards, 25 Lands

So 66 cards, 25 Lands, a mix of 4 ofs, 3 ofs, 2 ofs, with a .3787%, 37.87% land mana ratio(25 lands ÷ 66 cards)

CARD CATEGORY CONCEPTS, TASK, FUNCTION, CATEGORIES:

Miracle Cards: 4: 2 Thunderous Wrath, 2 Temporal Mastery

Scry: 12: 2 Serum Vision, 3 Magma Jets, 2 Jace Mindsculptor, 2 Opt, 3 Halimar Depths

Draw: 19: 3 Remands, 2 Cryptic Command, 2 Jace, 3 Desolate Lighthouse, 2 Vryn's Prodigys, 3 Civilized Scholars, 2 Opts, 2 Serum Visions

Counterspells: 7: 3 Remands, 2 Cryptic Commands, 2 Wizards Retort

Creature Tappers: 2: 2 Cryptic Command

Creature Removal: 10: 3 Magma Jets, 2 Thunderous Wrath, 2 Jace, Mind Sculptor, 3 Thing in Ice

Card Recursion/Using Graveyard: 10:. 4 Noxious Revivals, 4 Snapcaster Mage, 2 Jace, Vryn Prodigy

Discarding for controlling handsize and for dumping miracle cards in hand to be Noxious Revivaled later: 7: 2 Jace Prodigy, 2 Civilized Scholars, 3 Desolate Lighthouse

Copying:3: 1 Dual Casting, 1 Pyromancer Ascension, 1 Mirrorpool

Burn: 5: 2 Thunderous Wrath, 3 Magma Jets, 3 Bonfires of the Damned(Sideboarded)

Extra Turns: 2: 2 Temporal Mastery

Finishers: 11: 3 Thing in the Ice, 2 Civilized Scholar, 2 Delver, 2 Wrath, 2 Ludevic's Test Subject

Cool Combos, stuff, Shananigans:

Copying any miracle for extra turns, big damage.

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The deck IF played right, combined with a extreme little tweaking, based on what Meta is, and a good Maybe Metaboard to swap from between tournaments, and a good sideboard, makes the deck work, playable, fun, a competitive rogue like dark horse spoiler like, deck that will give other decks all they can handle before either losing, or getting a little tiny bit semi lucky, and capable, might, maybe, probably beating any deck in a 2 out of 3 match.

This is the deck that at a FNM, tournament, etc, the first place player has to play this deck and says "Oh Great(sarcastically), I'll either likely just barely win the match 2 games to 1, or get a 1-1 tie, or just barely lose 2 games to 1, with my chances of winning 53%, and my chance of losing 46 %, and my chance of tying is about 45%, here let me get my percentile dice, roll them to see if I win or lose to this 16th place deck, to see if I finish in 1st place or 2nd, 3rd, 4th place. Oh Great"

This is the deck that top decks, players will exclaim "I cant believe I lost the 3 game match to the that LUCKY player, silly Miracle deck".

But it wont be just luck. It will be skill, plus a good deck build, plus luck of Miracles.

So since the deck is a unique fun Miracle deck, and since such decks are so hard to build with no PONDER available in Modern Format, then the deck should maybe be liked.

And if Like the deck, and if want to then please like +1 the deck if want to.

I know the deck is rediculously expensive at about $1500, but those cards are needed, and the only way to make this unique, rare deck, build, workable, etc.

So if you like the deck, but dont like the price, dont let that price deny the deck the likes, +1's it maybe deserves.

So hope ya all enjoy, have fun, and compete with this deck.

Mike

How to Play

This deck can be semi tricky, and take some semi skill to play right. It will take some practice.

1. Make sure to make the 6 counterspells count, use them at the right time, things.

2. Dont forget to scry every chance you get. And when you scry, make sure you choose the right cards to put at bottom of deck, and the right order to stack the cards that put on top of library.

3. Try whenever possible to do stuff during opponents turns. This is because your mana, cards are valuable, and dont know what your opponent might do, in response to what you play. And if you play something use your mana during your turn, you wont have the mana to do something during your opponents turn.

So what you do is wait until your opponents turn, then if he does something you can maybe deal with it, and if he doesnt do anything then you can do things like play spells to draw cards at the end of the opponents end step, before your turn.

4. Dont forget to use Noxious Rival on things like Thunderous Wrath, Bonfire of the Damned, Temporal Mastery, to be able to do damage, extra turns.

5. Dont forget to use Draw, discarders to be able to dump miracle cards from hands to graveyard.

6. Dont forget that you can tap Jace, Vryn, Prodigy, Civilized Scholar, Desolate Lighthouse, to use it to draw, discard during your opponents turns, to dump miracle cards from hand to graveyard, to then Noxious Revival Miracles, draw, cast Miracles

7. Dont forget to Mulligan when useful, needed in addition to the times when mulligan because of either too much or too little land. That shouldnt be the only time you Mulligan.



Deck Tags

  • Miracle
  • Draw
  • Delver
  • Modern
  • Jace
  • Control
  • RUG
  • scry

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 2,227 times.

Mana Curve

Mana Symbol Occurrence

044074

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Best Xtra Wrath Turn Miracle!?

Sideboard suggestions wanted needed.

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Posted 26 July 2016 at 04:25

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I could use some sideboard suggestions. Also I am only open to extremely small tweak changes such as whether to go with 3. Mystical Speculation, 2 Judge unworthy or whetherto go with the opposite 3 Judge unworthy, 2 Mystical Speculation. And I am not open to wholesale changes annd only open to logical rational reasonable constructive persuasive non wholesale small tweak changes.

Also think this deck is worth more then just 1 like, +1, etc.

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Posted 17 June 2018 at 09:35

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Got deck down to 60 cards

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Posted 19 June 2018 at 07:47

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I did some tweaking of the deck. I made sure the only 2 ofs were 2 of Cryptic Command, 2 of Jace, 2 dual casting, 2 of each of miracles in 2 of Thunderous Wrath, 2 of Temporal Mastery. I did that by taking out and sideboarding 1 Bonfire of the Damned. I was able to do that while deck at 61 cards, instead of either at 60 cards, 64 cards.

I didnt like only having either 2 mystical Speculation, or 2 Judge unworthy, because wasnt able to scry 3 enough and wasnt able to use Judge unworthy enough to remove creatures. Also 13 creatures wasnt enough, and either 2 Vexing Devil, 2,3 Delver wasnt enough, and 2 Civil Scholar wasnt enough. I needed Delver as a 4 of and Civil Scholar as a 2 of.

And I couldnt at first find a way to change the 2 of's to 3 of's, and the 3 of Delver to a 4 of Delver, without seeming to without having the deck go up to 62,63,64 cards. And while 62,63,64 cards were just barely ok, in order to have the needed cards, at the right numbers needed, I really needed to find a way to get the deck down to 60, 61 cards, while having all the needed cards, at all the needed numbers.

Which seemed almost impossible to do. Which is why I did so much tweaking.

But now I have the deck at 61 cards, with all the needed cards, at all the needed numbers of.

About the only thing that maybe could be maybe better would be maybe 3 Thunderous Wrath, 2 Temporal Mastery, instead of 2 Thunderous Wrath, 2 Temporal Mastery, while keeping it at 61 cards. But to do that, I dont see what could be cut, as everything seems needed. And while could go to 62 cards, its 50/50, or dont know if that would be same, equal, better or not. Plus another thing is that with 3 Thunderous Wrath, it ends up in hand, needing to be draw discarded more often. And 2 Thunderous Wrath, without deck stacking, draw, scry, etc, might not come out as often, as needed. But I think 61 cards, 2 Thunderous Wrath, works good, ok, with all the scry, draw, in the deck, and that seems to be backed up with good play test results, so I have decided to go with 61 cards, 2 of Thunderous Wrath.

Also 61 cards, 23 lands makes for a extremely good, .377%, 37.7%(23 lands ÷ by 61 cards), land, mana, deck, ratio, percent. 23 lands, 60 cards, creates a very high 38.4% mana percent that mana floods a lot, and 22 lands, 60 cards, 36.36% mana percent ratio mana shorts.

But a 23 land, 61 cards, 37.7% mana percent ratio usually does not either mana short or mana flood often, and almost all the time gives you 2,3,4 lands in opening hand, and 1 land per every 2.5 cards drawn, per every 2.5 turns, so that usually able to have 2 lands turn 2, 3 lands turn 3, 4 lands turn 4, and 3 to 7 lands per game, which is usually enough to counter, control, cast almost every cmc, card out that have, could cast out.

So that why I have made the tweaks, changes made, why 61 cards, 23 lands.

And the deck is playtesting pretty ok in proxying it up, against, on simulators, sample hands, in about 250 simulated, sample hands, games.

So because of that, and because the deck is a uncommon, fun, semi competitive, one of the best miracle decks, out of lots of other miracle decks, and because it works, etc, I think this deck deserves more likes, +1's, love, etc, then the only 1 +1, like, etc, its getting.

Totally shocked about that. Deck should be getting somewhere between 2 and 6 +1's at minimum.

BS that the deck is only getting 1 like, +1.

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Posted 30 June 2018 at 02:10

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I was reading about Serum Visions on another MTG site. I had forgotten about the card, that it had been reprinted, to make it available for Modern. I forgot about that and thought, remembered that Serum Visions had come out before 8th Edition, which made me think it wasnt Modern Legal.

So Serum Visions, is Modern Legal, for now. It isnt as good as Ponder, and is extremely very almost equal, same as Preordain, but it is Poner, Preordain like.

So replaced Mystical Speculation with the 3 of Serum Visions.

That has also allowed me to turn 2 Remand, into 2 Familiar Ruse.

Only reason why was running 4 Remands, was because of cheap 2 cmc, and draw. I needed the draw.

But the problem with Remand is it only counterspells for 1 turn, and then opponent can just cast it again.

Familiar Ruse permanently counterspells anything. And the cost of returning a creature, combo's, synergizes well with the 4 of Snapcaster Mage.

So try,Check this out: you miracle a Wrath, for 5 damage, then Noxious 2 times for 10 more damage, then snapcaster Mage Noxious, targeting Wrath, for 5 more damage, then familiar Ruse targeting Snapcaster targeting Noxious, Targeting Wrath, for 5 more damage, for 25 total damage done to oppponent.

And if I held my Remand, didnt counterspell, I couldnt draw as often. I would counterspell to draw. But now dont have to worry about that anymore, or as much, as I can hold the remand till I want to use it, and can draw just as easy with Serum Vision, as with Remand the counterspell.

So these changes make the deck even better.

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Posted 30 June 2018 at 10:22

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Added 2, 4 cmc, Foresee, that scrys 4, then draws 2. So between the 2 Serum Visions, 2 Judge Unworthy, 2 Foresee, 2 Jace, 3 Halimar Depths, its almost kind of like having 4 Ponder, or 4 Preordain.

So deck is even better.

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Posted 30 June 2018 at 22:35

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Changes: 2 Opt is better then 2 Foresee. Added 3 Thing in ice as early game blocker, that boardwipes opponents, whiile being a 7/8 finisher, that easy to transform with 20 instants and sorceries. Split 2 Dual Castings into 1 Dual Casting 1 Pyromancer Ascension so that greater chance Delver will flip, and because Pyromancer Ascension, might pprobably be easilly targeted, triggered with all the instants/sorceries

In playtesting, proxying, simulated, sample hands, games,etc, these changes really make this deck even better, as long as mulligan when have to, and as long as use this sideboard, or a good sideboard, and if have a good maybe metaboard, and if play right.

I would rate this deck somewhere between a Tier 1.75 too Tier 2 deck that is somewhere between semi inconsistent to semi consistent, to consistent and between semi competitive, and competitive, and between at least semi fun to fun, if play right.

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Posted 02 July 2018 at 10:51

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Changed 2 Looter into 2 Jace, Vryn's Prodigy, which is better. Changed the 2 Ruse into 2 Wizards Retort, because have 8 Wizards in Deck.

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Posted 02 July 2018 at 18:54

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Added 1 more card slot to add 1 more Delver to go from 2 Delver, to 3 Delver. So deck is 63 cards, 24 lands, and a .3809% 38.09% land mana ratio percent(24 lands÷63 cards)

The deck in playtesting, simulated, sample hands, games, plays awesomely. Almost never ever get either too little, too much lands, but usually get 2,3,4 lands in opening hand, and 1 land per about every 2.3 cards drawn.

And usually get out deck stackers, draw discarders, counterspells, finishers, miracle cards, etc.

The deck just plays so awesomely as long as mulligan when need to, and as long as play right.

About the only thing to determine now, is whether to run either 2 Familiar Ruse, or 2 Deprive, or 2 Wizard Retort, or 2 Mana Leak, or 4 Remand, as my counterspells.

For now I am going with 2 Remand, 2 Wizard Retort, 2 Cryptic Command, as my counterspell package.

So deck is even better now, and plays even more awesomely.

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Posted 03 July 2018 at 09:35

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I replaced, turned the 2 Judge Unworthy into 2 Magma Jet, because Judge Unworthy was too inconsistent, and Magma Jet consistently deals 2 damage to creature or player, and scrys only just 1 card less at scry 2, then Judge Unworthy. And it is less situational, dont, wont have to wait until target creature attacks, blocks, and can instead use, do it anytime as a instant. And can use it to help finish off opponents. And it gets rid of white, allowing me to make mana base better.

The only drawback, is wont have the ability, reach, to deal up to 7 damage, like Judge Unworthy could, but Judge Unworthy didnt do that very often anyways and has to luck into that by scrying a Temporal Mastery.

Also Magma Jet also only cost 2 mana as well, just like Judge Unworthy.

So this makes the deck even better

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Posted 07 July 2018 at 19:33

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I added 1 more Remand to go from 2 Remand, 6 counterspells to 7 counterspells, 3 Remand. And added 1 more Magma Jet, to go from 2 Magma Jets, 11 scryer's(6 instants, sorceries, that scry), to 3 magma Jets, 12 scryer's(7 instants, sorceries that scry), and have 3 Delver 15 creatures, 66 cards, 25 lands, a .3787%, 37.87%(25÷66), land, mana, ratio, percent.

6 counterspells wasnt coming out enough. Most blue, red, Delverish semi control decks have at least a minimum of 6 counterspells at absolute extreme minimum, and usually average 7,8, and have a maximum of about 8,9, and a absolute extreme maximum of 10,11 counter spells.

So because of that, and because 6 counterspells werent coming out enough, that why added 1 more Remand counterspell, went to 7 counterspells, 3 Remand, instead of 2 Remand.

And needed 1 more Magma Jet, because 2 Magma Jet wasnt getting out often enough to help deal with creatures, that snuck into play, and to do 2 damage to opponent to help finish off opponent, and to help scry, at instant speed at just 2 cmc.

Deck is playtesting even better, and the deck is even better then how good it was, is.

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Posted 09 July 2018 at 06:37

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Time to PROXY, sleeve up the Proxies, Print up the deck list, show, demonstrate, playtest the deck against Modern Format FNM Tournament Decks, at, between tournament games location, since it wont be legal to play a Proxied deck.

That will take some time. Also is going to take a very extremely LONG time to buy the cards, build the deck, then play the deck in tournaments.

But eventually when, if do so I would, will report results.

Also if anybody wants to Proxy, sleeve up, buy, trade for the cards to then build, play, playtest this deck, then please feel free to do so if want, and to post the results, if want to. Just please if do, then please give me the credit.

Hope any of ya all that if decide to play this deck, likes the deck, has fun, enjoys the deck, etc.

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Posted 09 July 2018 at 07:16

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Added another finisher in Test Subject, that flips to a 13/13 trampler, in addition to Thing in the Ice. Thats going to split the hate, removal, to the point where they will have to top deck, draw a removal, that will get counterspelled, that will force them to have to top deck another removal card, to either be countered, an or to remove 1 threat, only to have the other threat go off.

This makes the deck even better, then how awesome it already is, was. No freaking way this deck should have only 1 +1, 1 like. This deck deserves at least 4,5,6 likes, +1's at minimum.

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Posted 17 July 2018 at 01:13

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Ok, made some important tweaks, changes. Test Subject is nice, win more, buy no room, and not as important as other needed cards. Deck at 66 cards, 25 lands, a .3787(37.8%(about 38%), land mana ratio, with most of deck being 2.38 cmc per card in deck.

Put Narset's Reversal in because it not only copies, but saves the instant, sorcery from either graveyard, an or exile, to give them at least one more use before they goto graveyard.

Narset also saves Temporal Mastery from exile, so can get more extra turns from Temporal Mastery

And went to 2 Opt, 2 Scour all possibilities, and 2 serum visions, 3 Hallimar lands, 2 Jace Mind Sculptors as my 11 scryer's package. The 3 lightning Axes is not only cheap, good removal, but its discard efffect as part of cost combos well with all the draw, and to bevable to discard Miracle cards in hand to be noxious revival later to top of library to be drawn and miracle casted.

So have 3 Axes, 2 Wraths, 3 thing in ice is 8 removal cards package, and Thing in Ice as boardwipe package

7 counterspells, in 4 Remand, 3 Cryptic Commands.

The 3 Jace Vryn Prodigy, 3 Desolate Lighthouse, 3 lightning Axes, ate my 9 discarders to discard miracles to graveyard from hand.

Have 19 draw cards.

All the draw, scrying, etc, usually gets everything out thats needed and usually sets everything up.

Also if Thing in the ice doesnt win, Delver can win, if Delver and thing in ice dont win, either the extra turns, an or Thunderous wraths can win, and if those dont win, Jace Mindsculptor can win

There is amazing flow, synergy, interchangeable, interactive combos, play.

The deck is over 60 cards, and at 66 cards, because thats what is needed to have all the necessary, needed pieces, parts, cards. And the 19 draw cards, and 11 scryer's make the deck still have good draw odds, draw consistently what needed, despite being 66 cards, over 60 cards.

The deck is even better then it was now. And the deck is about a tier 1.75 semi competitive, semi dark horse, semi spoiler, semi rogue deck, that semi consistently semi works, and probably win about 49.999%/50% of its games and either just barely win 2-1 an or just barely lose 1-2, split about half and half between that about half the time.

The deck should finish about 18th to 35 place in competitive tournaments with, out of 50 to 100 to 150 to 300 players, whether thats a super competitive FNM, or States, etc, and about 35th to 70th at PTQ, GP, and probably could, would eventually steal a Top 13 finish at States, and steal a top 15 at PTQ, and a Top 20 at a GP, and a Top 8-10 at a FNM. But thats at best, and a steal.

And if the deck ever does steal a top 20, 20th place at a PTQ, GP, World Championship, etc, then magic players would find ways to shut it the deck down, because the deck can be shut down with a good sideboard. Quick hitting land destruction, and quick hitting Mill, discard, disruption, aggro, pure control decks with 13 counterspells, 13 removal cards, 13 burn cards, infect, are, is good against deck.

That said a good sideboard, and thevdeck has a good sideboard has answers to what deck weak against.

Deck is strong against Jund, Tron, Kiki Chord, Midrange, Ramp.

If Modern format slows down just even a little tiny bit, then this deck is at least a semi viable, semi competitive deck, that at least semi works at worst.

But even with that the deck is fun to play in both competitive, casual, wherever. everywhere.

And its fun to hear people say, think that the deck is just luck, when a miracle Thunderous Wrath, Temporal Mastery hits them.

I sometimes like playing along, playing dumb, by saying "Yep, I just got lucky". At other times I like showing, explaining the drcklist to show, prove its not just luck, but a good drck build.

So I am happy with this deck.

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Posted 12 October 2019 at 13:23

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