Curving the miracle
Hi there everyone.
Welcome today’s post all about the strange new mystical mechanic made by wizards that helps you do some truly awesome things but only if you draw them otherwise they are stone blocks tied to your waste helping you drown. Ok maybe I’m being tiny bit harsh as some of these cast cost could be easily afforded near the end of the game which isn’t really all that good. Before we look at these interesting cards let’s look at the technical definition of the miracle mechanic.
Miracle is a new keyword that allows you to cast some instants and sorceries for very little mana when you draw them. As you draw an instant or sorcery with miracle, if it’s the first card you’ve drawn this turn, you can immediately reveal it. When you do so, you may cast it for its miracle cost. It doesn’t matter whether it’s an instant or sorcery; if you choose to cast it, you do so right away, even if it’s at a time (such as your draw step) when you couldn’t normally cast it. You’re not required to reveal a miracle card, even if you could pay for it. You can always choose to just draw it as normal.
You’re allowed to cast the first card you draw each turn if it has miracle, so if you find ways to draw cards during your opponent’s turn, you get another chance for a game-breaking, miraculous moment.
Now that is impressive you can totally mess up an opponent’s turn by during your miracle card.
Why don’t we have a look at some of these cards?
This card is a lovely red global that melts all the creatures an opponent controls and also his face but when you haven’t just drawn this card the card makes you pay out the nose. A double X for the spell to do anything is like a kick in the teeth to all red burn players.
This spell is like a lava axe to your opponents face for 1 mana if you draw it of course otherwise well 6 mana to do it is pretty slow. In burn decks I’ve noticed that you want your opponent beaten well before turn 6 rears its ugly head so in a starting hand this card is defiantly not worth keeping the hand.
Ah well this card is pretty sweet when considered for its 1 cast, it can make infect creatures awesome and also deal great big beat down on an aware opponent. However in had this card suffers from the same problem as wraith it’s too expensive for a simple pump up spell.
This card I don’t really like even for its miracle cast as it merely puts a creature to the bottom of an opponents library it should really exile it. The 6 cast cost price tag from hand is just pants enough said moving on.
This card is a game changer , no wait even better than that it’s a game winner. Like time walk before it its miracle cast cost is a mere two mana to have another turn, why thank you for another turn I don’t mind if I do, games can be easily swayed if your daisy chaining turns one after another. The only down side to this card is well if it’s in your hand you’re not playing it as well turn 7 is to late in the game in my opinion. The card also exiles its self after casting so no flash shenanigans I’m afraid but this card defiantly gets my vote as the best miracle card around.
My main suggestion with miracle cards is to assure you don’t have them in a starting hand and have a lot of draw card spells like think twice or ponder to assure you have game domination early.
Well that’s all for today but stay tuned as I continue to pull apart the spoilers and talk about which cards really interest me.