This is a deck I've been thinking of for the past few weeks. I did a quick search for other miracle decks, but I don't think any of the others really go along the same lines as this one.
The basic premise is to play a midrange controlling strategy using miracles, which you can put on the top of your library and reuse via reclaim and noxious revival. We can be accelerated through rampant growth, which also lets us find our colours, allowing us to hardcast miracles if necessary.
Time for a breakdown!
MIRACLES!
Thunderous Wrath: He's the reason I thought of this deck. Cast it once, reclaim it, cast it, noxious revival it, cast it again, snapcaster noxious revival, cast it again. It's a whole lot of damage from one little card.
Bonfire of the damned: Again, this is a pretty awesome miracle! It's fine when hardcast for X=1 or 2, but whenever it is a miracle, it really gets out of hand. We are able to cast this for R, then, at our leisure, put it back on top, ready to be miracled with reclaim or Revival. It's good without that interaction, but it's phenomenal with it.
Reforge the soul: It has potential as a 1-2 of I believe. It dumps excess miracles/lands from our hand, and allows us to draw a fresh new grip! Other than that, it doesn't really affect the board too much. Aggro draws into new threats against us, and control draws into more counterspells/whatever.
Devestation Tide: I really like this card. Slows down aggro, gets rid of tokens, stops planeswalkers building up, and allows us to abuse ETB effects if we include the likes of mycosynth wellspring or ichor wellspring. Allows us to rebounce our own snapcaster mage too!
Vanishment: Pretty good spot removal for us! We can put dudes/enchantments/planeswalkers/anything but lands away and tie up our opponents mana when they have to recast them.
Temporal Mastery: I don't really like this here, but it may have potential. We could discard it to looting effects, then put it on top to ensure a timewalk when we want/need it, but it exiles itself after Oh well!
Blessings of Nature: I don't plan on playing many creatures, so I don't think it's super useful here. Judge it for yourselfs
Snapcaster Mage: He seems really good here. Rebuys reclaims/noxious revivals and other miracle cards. Can flashback rampant growth to help with ramp, pillar of flame to kill some dudes or manaleak to control our opponent!
Delver of Secrets: With the number of Instants and Sorceries we'll be running, he could be a shoe-in. He's proven himself in everything else so far!
Viridian Emissary: Chumps/trades with aggro creatures and accelerates us further. Double green hurts though.
Merfolk Looter: Discards extra miracles, lets us draw on our opponents turn. This guy is boss.
Civilised Scholar: Also loots, and can transform into a beater. I'm undecided about him though.
Huntmaster of the fells: I've seen other RUG decks use this with great success, but I am undecided. Stalls, gains life, adds bodies and turns into a threat. I feel like it pulls away from the miracle aspect of the deck though...
Inferno Titan: He's a pretty big, pretty awesome finisher. I like him better in this strategy than Primeval titan.
Frost Titan: Slightly more resilient beater than Inferno titan, but I feel like he has a slightly worse board presence.
Wurmcoil Engine: Very high presence finisher. Resilient too! We can even reclaim him to keep up the flow of wurms if we want
SPELLS!
Mana leak: Standard counterspell. I'm not sure if it'll make the cut with Cavern of souls in standard.
Dissipate: Hard counter with more difficult mana, and the same problem (Darn Cavern!)!
Pillar of flame: Normal burn spell, that deals with undying guys handily. Sorcery speed kind of hurt though.
Gut shot: Value-burn! Pretty good against Delver, mana dorks or T1 Champion of the parish. Great Utility.
Vapor Snag: A mainstay of tempo decks. I'm not sure if it has a home here though.
Slagstorm: We need to stay alive, right? Sweeps against aggro, or can go to the face/planeswalkers.
Ponder: This is amazing here. Lets us stack miracles and find answers.
Desperate Raving: Instant speed draw,letting us activate miracles on our opponents turn, with a random discard. It could be good, but I'm not sure yet! ARTIFACTS!
Chandra, the firebrand: Her doubling ability could be cool with all the Miracles we have, but we'd have to hardcast them to actually use it. Her +1 is okay for keeping the board clean I guess?
Garruk Relentless: Offers a constant stream of 2/2 tokens, and can fight a creature for us. His flip side makes deathtouch wolves, and can search for a finishing creature.
The basic premise is to play a midrange controlling strategy using miracles, which you can put on the top of your library and reuse via reclaim and noxious revival. We can be accelerated through rampant growth, which also lets us find our colours, allowing us to hardcast miracles if necessary.
Time for a breakdown!
MIRACLES!
Thunderous Wrath: He's the reason I thought of this deck. Cast it once, reclaim it, cast it, noxious revival it, cast it again, snapcaster noxious revival, cast it again. It's a whole lot of damage from one little card.
Bonfire of the damned: Again, this is a pretty awesome miracle! It's fine when hardcast for X=1 or 2, but whenever it is a miracle, it really gets out of hand. We are able to cast this for R, then, at our leisure, put it back on top, ready to be miracled with reclaim or Revival. It's good without that interaction, but it's phenomenal with it.
Reforge the soul: It has potential as a 1-2 of I believe. It dumps excess miracles/lands from our hand, and allows us to draw a fresh new grip! Other than that, it doesn't really affect the board too much. Aggro draws into new threats against us, and control draws into more counterspells/whatever.
Devestation Tide: I really like this card. Slows down aggro, gets rid of tokens, stops planeswalkers building up, and allows us to abuse ETB effects if we include the likes of mycosynth wellspring or ichor wellspring. Allows us to rebounce our own snapcaster mage too!
Vanishment: Pretty good spot removal for us! We can put dudes/enchantments/planeswalkers/anything but lands away and tie up our opponents mana when they have to recast them.
Temporal Mastery: I don't really like this here, but it may have potential. We could discard it to looting effects, then put it on top to ensure a timewalk when we want/need it, but it exiles itself after Oh well!
Blessings of Nature: I don't plan on playing many creatures, so I don't think it's super useful here. Judge it for yourselfs
Revenge of the hunted: Same as above.
CREATURES!
Snapcaster Mage: He seems really good here. Rebuys reclaims/noxious revivals and other miracle cards. Can flashback rampant growth to help with ramp, pillar of flame to kill some dudes or manaleak to control our opponent!
Delver of Secrets: With the number of Instants and Sorceries we'll be running, he could be a shoe-in. He's proven himself in everything else so far!
Birds of Paradise: Fixes and ramps our mana. Seems good.
Viridian Emissary: Chumps/trades with aggro creatures and accelerates us further. Double green hurts though.
Merfolk Looter: Discards extra miracles, lets us draw on our opponents turn. This guy is boss.
Civilised Scholar: Also loots, and can transform into a beater. I'm undecided about him though.
Huntmaster of the fells: I've seen other RUG decks use this with great success, but I am undecided. Stalls, gains life, adds bodies and turns into a threat. I feel like it pulls away from the miracle aspect of the deck though...
Inferno Titan: He's a pretty big, pretty awesome finisher. I like him better in this strategy than Primeval titan.
Frost Titan: Slightly more resilient beater than Inferno titan, but I feel like he has a slightly worse board presence.
Wurmcoil Engine: Very high presence finisher. Resilient too! We can even reclaim him to keep up the flow of wurms if we want
SPELLS!
Mana leak: Standard counterspell. I'm not sure if it'll make the cut with Cavern of souls in standard.
Dissipate: Hard counter with more difficult mana, and the same problem (Darn Cavern!)!
Pillar of flame: Normal burn spell, that deals with undying guys handily. Sorcery speed kind of hurt though.
Gut shot: Value-burn! Pretty good against Delver, mana dorks or T1 Champion of the parish. Great Utility.
Vapor Snag: A mainstay of tempo decks. I'm not sure if it has a home here though.
Slagstorm: We need to stay alive, right? Sweeps against aggro, or can go to the face/planeswalkers.
Ponder: This is amazing here. Lets us stack miracles and find answers.
Desperate Raving: Instant speed draw,letting us activate miracles on our opponents turn, with a random discard. It could be good, but I'm not sure yet!
ARTIFACTS!
Mycosynth Wellspring: Lets us find lands, but otherwise is kind of durdly.
Ichor Wellspring: Cycles, then cycles again if we have a way to sacrifice it.
Sphere of the Suns: Ramp and fixing, but I'm not sure how much the 3 charge counter thing hurts us.
Vessel of Endless Rest: Fixes/accelerates mana, can retuck cards in our graveyard, or hate on those in an opponents.
Batterskull: Good resilient stabiliser/finisher.
PLANESWALKERS!
Chandra, the firebrand: Her doubling ability could be cool with all the Miracles we have, but we'd have to hardcast them to actually use it. Her +1 is okay for keeping the board clean I guess?
Garruk Relentless: Offers a constant stream of 2/2 tokens, and can fight a creature for us. His flip side makes deathtouch wolves, and can search for a finishing creature.
Garruk, Primal hunter: He could be pretty awesome, but the GGG cost really hurts.
Tamiyo, the Moon Sage: She could be pretty cool, possibly coming down as early as turn three and disrupting our opponent significantly.
LANDS!
Mountain: You'll probably need some of these.
Island: These will help a lot! And they come into play untapped!
Forest: Allows for broken plays like T1 forest-> Birds of Paradise!
Hinterland Harbour: Helps a tonne with consistency
Sulfur Falls: You like being able to play your spells, right?
Rootbound Crag: Yup, having all your colours is important.
Copperline Gorge: Maybe not as important as the others, but still pretty good. Possibly better.
Desolate Lighthouse: I don't think this deck could work without this. It's super great!
Ghost Quarter: Because Wolf Run Ramp is a thing.
Phyrexia's core: If you're playing with wellsprings, you'll want a couple of these.
So, yeah. That took a while for me. Let's brew a decklist!
4x Sulfur Falls
2x Hinterland Harbour
2x Rootbound Crag
2x Desolate Lighthouse
5x Forest
4x Mountain
5x Island
4x Birds of Paradise
3x Merfolk looter
3x Snapcaster Mage
2x Inferno Titan
1x Frost Titan
3x Thunderous Wrath
2x Bonfire of the Damned
1x Reforge the Soul
2x Devestation tide
1x Vanishment
1x Reclaim
2x Rampant Growth
4x Ponder
3x Slagstorm
Hope you enjoy! Please comment/critique. I havn't done any testing, I just had the idea and wanted to share!