After I saw this card in action I think its the only miracle card, that is also playable in cube. At worst it is still an Air Elemental. With all the library manipulation I think one might trigger the miracle more often than not. I hope for some discussion on this one outside of "I dont like miracle" ;-).
I think it's the best Miracle card for the cube. CCC Air Elemental or white 7cc Broodmate Dragon; you could do worse even when it's hardcast. But if you draw it on T5 or later, the Miracle is really impressive. Your opponent better pray for a Ratchet Bomb topdeck or they're likely dead.
It's the one Miracle I'm tempted to play. (Fine, Bonfire too.) (Okay, and the Hallowed Burial one.)
I think it's really powerful and seems to be the card that control decks want. I also like that it there are some Cube cards that do combo with it: Scry, Jace, etc.
Part of me feels that I like it better than Decree, but that part also feels wrong.
I'm seriously considering it as well. I don't think I can justify cutting Decree, it's gotta find something else to lose on it's way in, but it seems pretty strong. I can't explain how much I want to play this with Mystical Tutor or Vampiric Tutor though.
I refuse to put it into my cube just because I hate the mechanic so much
This is actually my primary objection to the thing. If I wanted to play War . . . I'd play War. Instead, I'm playing Magic, and Topdeck Hero doesn't seem like the most fun thing in the world.
I haven't made a decision on playing with the Miracle mechanic yet. I hated double-faced cards when they were announced. I've gotten used to them, and now I'm finally adding them to my cube. I'll take a wait-and-see approach here.
Wheel of Fortune is the definition of a card that has a right and wrong timing window to play it in. Reforge doesn't interest me in the slightest, and I rank Wheel as one of the best red cards in the cube.
This card is very tempting. And I cracked one at the prerelease so adding it is just a decision away.
However, I'm not sold on the mechanic. For me, any mechanics that are not included are for a specific reason. I don't run double-faced cards because of the wear and tear on the card and (double) sleeve caused by repeatedly pulling it out and putting it back in. It's also awkward in draft - not everybody knows what every card does and needing to pull it out of the sleeve to read the other side is just awkward (and adds more wear and tear).
For Miracle, it's more about the things that people need to care about. Do I want people to have to check the top card of their library before drawing it every time? I don't know, but I'm leaning toward "no".
Even if I get used to a mechanic in it's environment (e.g. I'm fine with DFCs when I'm playing Innistrad limited), that doesn't necessarily mean that I want that for my cube.
So, I'm on the fence about the mechanic, but this card is certainly powerful enough if you're ok with the baggage it brings. It can (and sometimes does) literally steal a game.
i think terminus is the best miracle card, because its miracle cost is absurd but its hardcast cost is only one more mana than a card i've been quite happy with in small-medium sized cubes. 6cc wraths with an upside are definitely playable and terminus has two upsides.
entreat the angels is probably my second choice but i really don't like the triple white. i wouldn't want to cast it at 2WWW but at 7 mana it's pretty good to hardcast.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
I'm not a huge fan of Terminus. But I'm not a huge fan of Hallowed Burial either. In theory, a 1cc Wrath is great. But the timing is too limited for my tastes. Wraths are also very timing-oriented spells. Especially if I'm not playing a creatureless control deck (which almost never come together in the cube anyways) and missing out on an extra round of combat or other creature-trickery can negate the bonus of casting the spell for W. I don't think it's bad, but I'd much sooner play one of the bomb Miracle cards (Entreat & Bonfire) before dabbling in a Wrath effect. I prefer Rout to it to be honest, and I'm not playing that either.
Ponder doesn't make you find your miracle spells - you would have drawn them anyway and you don't want to draw them early.
i don't understand what you're saying here. ponder definitely can set up a miracle by letting you plan for it and put it where you want it. are you assuming a turn 1 ponder here? you can cast ponder whenever you want.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
I love the card, but the biggest hang up is the triple white cost...even with the miracle at WW. Of the miracle cards, I really like bonfire the most. Gives red a bit more umph and helps me push my big red theme. Soon enough, red might actually be played in a strategy outside of boros/jund aggro and counterburn!!!!!
I've been playing with the new set in my cube for a few weeks now and no other card has made as much of an impact as this one. It has completely dominated games like no other card possibly can in cube. Trust me people, the power level on this one is off the charts...give it a shot if you're even remotely curious on how good it will be.
I played it and cut it already. It's a fine spell, but I don't really like the mechanic. The card is really swingy. It's good if you Miracle it, but otherwise, it's not as decent in hardcast mode as I was hoping.
I'm about to cut it. It's super powerful, but white isn't in need of more finishers, and I just like some of the other ones better. I do think it's totally a cubeworthy card, but it's not a staple at any size, because of it's inherent swinginess.
It gets a lot better if you draft around it, but I prefer to draft around my engine cards and let my finishers stand on their own, instead of having to draft around my finisher.
Yeah, I guess it is a playstyle/cubestyle choice. I mean, in its hardcast modes, 5 mana for a 4/4 flyer isn't going to win any games, but 7 mana for 2 4/4 flyers is only 1 worse tha Broodmate Dragon (which I've started running), and it only gets better from there (9 mana for 3 4/4's should win most games). At worst, its 1 mana more for a Broodmate Dragon, and in the W/X Control decks that are running it, that 1 mana isn't going to be the difference between winning/losing 99% of the time. Also, there's no other feeling like Miracle'ing... even when you're already ahead/slightly ahead.
I'm gonna give this a shot as a second white finisher, after Sun Titan. It's versatile enough that I'd consider running it in non-control decks with sufficient discard outlets to allow me to pitch it if I don't want an Air Elemental. I also don't run the reanimator-only support cards, which lessens the effect of having a non-creature finisher.
.... 7 mana for 2 4/4 flyers is only 1 worse than Broodmate Dragon ..... At worst, its 1 mana more for a Broodmate Dragon, and in the W/X Control decks that are running it, that 1 mana isn't going to be the difference between winning/losing 99% of the time.....
I don't agree that the one mana difference is of so little consequence. That is at least one turn, usually a few. 1+ more turns to stabilize will matter more than 1% of the time. That said, it's still a great card considering the miracle side is awesome and the regular is still a passable finisher.
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I think it's really powerful and seems to be the card that control decks want. I also like that it there are some Cube cards that do combo with it: Scry, Jace, etc.
Part of me feels that I like it better than Decree, but that part also feels wrong.
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This is actually my primary objection to the thing. If I wanted to play War . . . I'd play War. Instead, I'm playing Magic, and Topdeck Hero doesn't seem like the most fun thing in the world.
Seems like a pretty good card though.
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Me too. I fully expect to ultimately have a few Miracle cards in the list, but I don't know what I may want to cut for them yet.
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However, I'm not sold on the mechanic. For me, any mechanics that are not included are for a specific reason. I don't run double-faced cards because of the wear and tear on the card and (double) sleeve caused by repeatedly pulling it out and putting it back in. It's also awkward in draft - not everybody knows what every card does and needing to pull it out of the sleeve to read the other side is just awkward (and adds more wear and tear).
For Miracle, it's more about the things that people need to care about. Do I want people to have to check the top card of their library before drawing it every time? I don't know, but I'm leaning toward "no".
Even if I get used to a mechanic in it's environment (e.g. I'm fine with DFCs when I'm playing Innistrad limited), that doesn't necessarily mean that I want that for my cube.
So, I'm on the fence about the mechanic, but this card is certainly powerful enough if you're ok with the baggage it brings. It can (and sometimes does) literally steal a game.
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entreat the angels is probably my second choice but i really don't like the triple white. i wouldn't want to cast it at 2WWW but at 7 mana it's pretty good to hardcast.
the other miracles don't look great to me.
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i don't understand what you're saying here. ponder definitely can set up a miracle by letting you plan for it and put it where you want it. are you assuming a turn 1 ponder here? you can cast ponder whenever you want.
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Also, Liliana Vess sets up Miracle cards nicely as well.
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It gets a lot better if you draft around it, but I prefer to draft around my engine cards and let my finishers stand on their own, instead of having to draft around my finisher.
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On spoiled card wishlisting and 'should-have-had'-isms:
I don't agree that the one mana difference is of so little consequence. That is at least one turn, usually a few. 1+ more turns to stabilize will matter more than 1% of the time. That said, it's still a great card considering the miracle side is awesome and the regular is still a passable finisher.
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