UW(x) Miracle Control 蓝白奇迹 套牌分析

Tony 提交于 周四, 12/05/2013 - 00:23

目录

  • 第一章 套牌介绍
  • 第二章 样本牌表
  • 第三章 单卡分析
  • 第四章 备选牌池
  • 第五章 套牌变种
  • 第六章 对战分析
  • 第七章 其他更新

第一章 套牌介绍

奇迹控制是什么?

奇迹控制是一套通过陀螺+抵消把战局拖入后期,再使用敦请天使或杰斯控场来赢得比赛的蓝白控制套牌。陀螺+抵消这个组合技在另一蓝白滞留控制套存在的时候已经存在,但因为人鱼的横行,蓝白控制遭到了不少抵抗。艾薇欣重临这个系列带来的奇迹机制给旧的蓝白控制注入了新的活力,于是陀螺+抵消为核心的奇迹控制得以展露头角。

奇迹控制跟其他控制套不一样的地方是奇迹有持续并且有效的滤牌手段,效率非常高的清场手段和不会亏手牌的反击效果。

这篇文章会介绍主流的蓝白奇迹和混红的蓝白奇迹。

第二章 样本牌表

以下是2017年2-3月在Mtgdecks上一份标准的蓝白奇迹控制套牌的牌表。

Average Maindeck

Creature [Creature]
3 Snapcaster Mage
1 Monastery Mentor

Instant [Instant]
4 Brainstorm
4 Swords to Plowshares
4 Force of Will
2 Predict
1 Counterspell

Sorcery [Sorcery]
4 Ponder
4 Terminus
1 Entreat the Angels
1 Council's Judgment

Enchantment [Enchantment]
4 Counterbalance

Artifact [Artifact]
4 Sensei's Divining Top
1 Engineered Explosives

Planeswalker [Planeswalker]
2 Jace, the Mind Sculptor

Land [Land]
4 Flooded Strand
4 Island
3 Scalding Tarn
3 Tundra
2 Volcanic Island
2 Plains
1 Arid Mesa
1 Polluted Delta

  • 数量4的牌是你想在起手就有的牌。
  • 数量3的牌是你想在起手就有的牌,并且不想多于一张。
  • 数量2的牌是你想在中后期抓到,并且只想抓到一张的牌。

 

核心咒语,所有奇迹控都会有以下的牌:

4 Brainstorm
4 Sensei's Divining Top
4 Counterbalance
2 Jace, the Mind Sculptor

第三章 单卡分析

生物:

Snapcaster mage 讯咒法师:非常实用的多功能生物,一般用来从坟场捡brainstorm,swords to plowshare,ponder,甚至是counterspell。这张牌跟Rest in Peace有冲突。

Venser, Shaper Savant 凡瑟:随着Show and tell和掘坟类的套牌崛起,凡瑟的用量开始增多。凡瑟可以弹回靠其他牌解不了的Griselbrand,Emrakul, the aeons torn,甚至是omniscience。著名的奇迹牌手Joe Lossett非常喜欢凡瑟,并且可以跟 karakas配合弹弹弹。

Vendilion Clique 薇安留聚群: : One of the best creatures in the deck. It is almost never a dead card. Against Thresh decks it can trade with a delver of secrets or Nimble mongoose. Against combo or control you can play it at awkward times to strip the best card from their hand. The same is true against a show and tell on the stack. One of the best applications of this creature outside of Show and tell is against stoneblade. You respond to the stoneforge trigger and remove the batterskull.

Geist of Saint Traft: Efficiency at its finest. It hits like a titan for only 3 mana. It is immune to spot removal while also putting on a deadly clock. This card is usually in the sideboard and is only brought in during control mirrors or against combo decks where you cannot afford your opponent to sculpt a hand and you need a clock.

Stoneforge Mystic: Since the decks infancy people have tried mixing it with stoneblade. A few people have tried but it has not become popularized until a list topped GP Denver in 2012(list will be posted below). The addition of stoneforge greatly increases your matchup against aggro decks and speeds up the game against control mirrors. The biggest deterrent for stoneforge in the deck is the deck already has good matchups against aggro and adding in stoneforge just makes a good match better. However, Jund can be a rough matchup and they have an incredibly rough time dealing with a batterskull if they do not expect it coming.

咒语:

Force of will: A necessary evil in the deck. Force doubles as the best card in the deck and the worst card in the deck. The only real reason to have this card in the deck is to not just die to combo decks. Late game you are able to "hard cast" force of will but the cost of a card early game really means you should not cast it unless you absolutely need to.

Brainstorm: I am not going to go into detail about "how to brainstorm" there have been multiple articles about how to do this, instead i will say some interactions with it in this deck specifically. Brainstorm is at its best when "digging" for a specific answer or setting up a miracle. This can also be used to find lands, or shuffle away extra counterbalances or cards not needed at this specific time in a game.

Jace, the mind sclulptor: One of the best blue cards in legacy right now. It is a good reason for playing blue. It gives you card advantage when you need it and also clears the board if need be. Late game once you have control it becomes a very good win condition. A lot of the time if you have a sensei's divining top in play it is best to +2 your self to remove cards you will not need instead of brainstorm. Mostly because assuming you have 7 cards in hand with top out. +2ing jace will increase the clock and threat level of jace while also seeing you more cards. If you brainstorm and put the two not needed cards back on top you really did not achieve anything.

Counterbalance: One of the best cards to have in play on an empty board. This is doubly true when paired with sensei's divining top. Together this can perform a soft lock on your opponent that can make it incredibly hard to deal with. By its self however, it very rarely will counter anything. You can "blind flip" if you are lucky which is one of the single most tilting things to do to an opponent. But, brainstorm will double as a single chance to counter something while also netting card selection.

Sensei's divining top: One of the best reasons to play this deck. While in play top virtually adds 3 cards to your hand. When paired with counterbalance it becomes incredibly useful. Top is also great at setting up miracles on your opponents turns. This can be anything from a terminus in a combat step while a land is animated or an Entreat the angels on your opponents turn to win the game on the spot. The only bad thing with top is if you are a slower player you can spend a lot of time topping and end up going to time a lot. Top is incredible with fetch lands as well, it can act as an instant speed ponder when in conjunction.
Some interactions with top is you can do it on your upkeep on your second turn if you need to dig for a specific card/land or if you do not have a turn 2 play at all. With multiple tops out you can use one as a cantrip and shuffle it away with a fetch land. If you were to crack a fetchland you should order your play like so: top, look at top 3, responding to that by cracking the fetch land. This is useful when playing against abrupt decay decks. They will usually wait until you are going to fetch to try to remove your top. This way ensures that if they do it you still get a chance to look at your top cards when you resolve your fetch.

Terminus/ Entreat the angels:These are being lumped together becuase i feel they should be talked about at the same time. Both are very powerful cards but are incredibly slow/clunky when not miracled. Terminus specifically was the reason this deck was able to do so well. It can be an instant speed 1 mana wrath effect. It also can remove cards that would hit the graveyard where that would help your opponent (ichorid specifically). Entreat puts in double work in this deck. It acts as one of the most threatening/efficient finishers but it is also a 3 when revealed off of a counterbalance. This is incredibly useful when playing against show and tell. The deck right now has a small amount of 3 drops to use currently.

 

备牌

第四章 备选牌池

生物

法术

神器

结界

第五章 套牌变种

Right now for Miracles there are 3 primary variants: UW miracles with red, miracles with Rest in peace Helm, and Esper color miracles with Thopter/Sword.

Miracles with Red

Joe Lossett 7th Place SCG Las Vegas

Pure UWMagic OnlineOCTGN2ApprenticeBuy These Cards

4 Sensei’s Divining Top
4 Brainstorm
3 Jace, the Mind Sculptor

3 Swords to Plowshares
3 Terminus
1 Supreme Verdict

3 Vendilion Clique
1 Venser, Shaper Savant
1 Snapcaster Mage
2 Entreat the Angels

3 Spell Pierce
4 Counterbalance
1 Counterspell
2 Force of Will
2 Misdirection

4 Flooded Strand
1 Arid Mesa
3 Scalding Tarn
1 Polluted Delta
4 Island
2 Plains
2 Tundra
2 Volcanic Island
2 Mystic Gate
2 Karakas

Sideboard
2 Red Elemental Blast
1 Pyroblast
1 Force of Will
1 Misdirection
1 Venser, Shaper Savant
1 Disenchant
1 Engineered Explosives
1 Sphere of Law
3 Rest in Peace
1 Sulfur Elemental
1 Pithing Needle
1 Entreat the Angels
 

This is your stock UW miracles with red. The main reason people are playing red is for the addition of red elemental blast/ pyroblast. These cards work incredibly well in the mirror/combo and to a lesser extent show and tell. They act as removal for any blue card (jace, omniscience) while also being able to counter them. Its versatility is what makes it a well used addition in the deck.

Another reason to play red is the addition of blood moon. This deck plays 7-8 basics which is incredibly high for legacy deck. A resolved blood moon against the tempo/jund decks will almost always lock them out of the game.

Miracles With Rest in peace/ Helm combo

1st Place by Alex Binek at SCG Indianapolis

U/W CountertopMagic OnlineOCTGN2ApprenticeBuy These Cards

1 Vendilion Clique
1 Venser, Shaper Savant

3 Jace, the Mind Sculptor

5 Island
2 Plains
2 Arid Mesa
4 Flooded Strand
4 Scalding Tarn
3 Tundra
1 Volcanic Island
1 Karakas

1 Helm of Obedience
4 Sensei's Divining Top
1 Blood Moon
3 Counterbalance
1 Detention Sphere
2 Rest in Peace
4 Brainstorm
1 Counterspell
2 Enlightened Tutor
4 Force of Will
2 Spell Pierce
3 Swords to Plowshares
1 Entreat the Angels
1 Supreme Verdict
3 Terminus

Sideboard
1 Engineered Explosives
1 Ensnaring Bridge
1 Ethersworn Canonist
1 Energy Field
1 Humility
1 Counterspell
1 Disenchant
1 Enlightened Tutor
2 Red Elemental Blast
1 Swords to Plowshares
3 Geist of Saint Traft
1 Vendilion Clique
 

The combo with this deck is you have rest in peace in play and you then resolve helm of obedience, you then activate it for at least 1. This will mill your opponent until at least 1 cards hit the graveyard. Since Rest in peace's replacement effect removes the cards from the game this performs an infinite loop milling out the library.

This combo can greatly increase the win chance against lot of decks. Decks like Reanimator/dredge usually have a very good game 1 against us we now have silver bullets against them and not just roll over. This combo also makes the games a lot quicker. If you are usually digging for a way to kill your opponent via Jace or entreat it could be a lot quicker with helm.

RIP builds also play enlightened tutor which can help find the combo piece or even just a top if need be. Most versions will have a lot of 1 ofs in the board for increasing the virtual amount in the board usually consisting of: Moat, humility, engineered explosives, detention sphere and sphere of law.

UW/b Miracle Control with Thopter Sword

4-0 Modo Daily

Goliat2Magic OnlineOCTGN2ApprenticeBuy These Cards

1 Academy Ruins
4 Flooded Strand
5 Island
1 Karakas
2 Misty Rainforest
2 Plains
2 Polluted Delta
1 Scalding Tarn
3 Tundra
2 Underground Sea

1 Vendilion Clique

4 Brainstorm
4 Counterbalance
1 Counterspell
1 Detention Sphere
1 Engineered Explosives
2 Enlightened Tutor
1 Entreat the Angels
4 Force of Will
3 Jace, the Mind Sculptor
1 Moat
4 Sensei's Divining Top
2 Spell Pierce
1 Supreme Verdict
1 Sword of the Meek
4 Swords to Plowshares
2 Thopter Foundry

Sideboard
1 Disenchant
1 Elspeth, Knight-Errant
2 Lingering Souls
3 Meddling Mage
2 Perish
1 Surgical Extraction
3 Terminus
1 Tormod's Crypt
1 Vendilion Clique
 

This version of miracles its a bit more combo oriented. It is trying to rely on counterbalance top in the early to mid game and close the game down with the combo. The combo works like this: You have thopter foundry in play and have sword of the meek either in play or in the graveyard. You then sacrifice an artifact (not foundry) to foundry and sword will be in the graveyard. Foundry will create a 1/1 token which will trigger sword. The sword will come into play and equip on the token. You can then sacrifice the sword to keep it going. Every time you do so you will gain a life as well. The combo is extremely grindy and mana intensive but has a snowballing effect. Once it is going it is very good and tough to beat. The only issue with this version of the deck is rest in peace is a card that is gaining popularity which could really hinder your combo.
 

第六章 对战分析

Miracles regardless of the build has a lot of very favorable matchups. Most of these become good matchups because of the access of terminus and or counterbalance.

Against Strom/combo decks resolving counterbalance/top is back breaking. Majority of their decks revolve around 1-2 cmc cards. This is mostly true with ANT. A top against that deck it becomes incredibly hard for them to play through it.

Aggro. This deck has a very good matchup against almost every aggro deck, with the exception of goblins. This deck single handedly put maverick away. Having access to instant speed wraths and swords to plowshare makes it a nightmare for aggro decks.

Against control the late game always favor us. This puts other control decks in awkward positions, they are usually forced to play the aggressor in these matchups. They do not have the luxury of just sitting back and sculpting a perfect hand etc.

This deck does struggle against goblins. Game 1 is incredibly hard. Goblins can generate an intense amount of card advantage and put on a big clock fast. The inclusion of cavern of souls makes almost all of our counters/counterbalance useless in the matchup. Post board you can bring in more wrath effects/spot removal but the main hindrance is that we have too many dead cards.

这里有一个文档详细记录了面对不同套牌时的换备策略:Stuff Philipp said about miracles

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