Matchup Mulligan: Miracles


Lands Final Hand Answer

Hand 10: (on the draw)

BurningWish Lotus Petal Rite Of Flame DarkRitual Volcanic Island Lions Eye Diamond Lions Eye Diamond

Keep

This is a keep, but a hesitant "loose" keep. I was actually somewhat shocked that no one else found the same way, I think the issue is/was not taking enough time to properly analyze the hand. The most common response to this hand was, "if you keep hand seven, then you keep this hand too", which isn't the case at all. Hand seven had Infernal Tutor where this hand has Burning Wish, which might not seem like a huge deal, but actually is.

Hand seven's only weakness was the threat of a turn one Sphere of Resistance effect – that isn't the case here. This hand is also weak against Crop Rotation.
Crop Rotation shuts off:

It's worth noting that Telemin Performance is also shut off due to Lands sideboarding in Tireless Tracker. This leaves exactly zero good targets for Burning Wish.
So... why is this a keep?

It's very difficult to throw back a hand with a pair of Lion's Eye Diamond and an action spell for the most part, but the real reason is anything that creates +1 mana source off the top of your library wins you the game. All of the mana in your hand adds up to nine mana after you cast your Burning Wish, a tenth mana allows a Dark Petition for Ad Nauseam even through a Crop Rotation. Making this hand slightly worse than hand seven but ultimately worth the risk. The real downside is this hand can't ever cast Abrupt Decay to answer a hate piece because it's only mana source is a Volcanic Island.

Miracles

Pre-board

Hand 1: (on the play)

Rite Of Flame Lotus Petal Chrome Mox Lions Eye Diamond Ponder Underground Sea Empty The Warrens

Keep

This hand has two options, the first being to Ponder for Infernal Tutor and the second being to generate ten Goblins. New age Miracles is weakest in their set-up stage of the game and ten Goblins on the play is likely good enough to get there. What I like about this hand is you're in position to combo off again if a card like Terminus did bail them out. Generally, I'm not a fan of Empty the Warrens versus Miracles but there's always exceptions.

 

Hand 2: (on the draw)

Ponder Brainstorm Brainstorm BurningWish Volcanic Island Swamp Polluted Delta

Mulligan

This hand doesn't have anything going for it – It's very slow and doesn't have disruption. Meaning, a card like Azcanta, the Sunken Ruin will likely seal the game or an early Counterbalance. Burning Wish for Past in Flames is strong versus Miracles, but you would need your cantrips to find Infernal Tutor, "ritual effects", and discard spells. It seems like a lot to ask for, while hoping for the blue enchantments to not lock up the game.

 

Hand 3: (on the play)

DarkRitual Duress Infernal Tutor BurningWish Gitaxian Probe Badlands Polluted Delta

Keep

This hand is everything hand #2 wanted to be! It has disruption, "tutor effects", and mana to recur with Past in Flames. I would likely start off with Duress, then Burning Wish on the second turn. From there, turn three could be the combo turn.

 

Hand 4: (on the draw)

Lions Eye Diamond DarkRitual Gitaxian Probe Cabal Therapy DarkRitual Rite Of Flame BurningWish

Mulligan

This hand needs two initial mana sources in order to win, which is asking a lot, but you don't need to win on turn one. If this hand had Infernal Tutor over Burning Wish, I'd snap it off. I think hitting two initial mana sources early isn't likely, especially when needing to play around things like Counterbalance, Counterspell, and Force of Will.

 

Hand 5: (on the play)

Ad Nauseam Duress Chrome Mox Chrome Mox Badlands Scalding Tarn

Mulligan

While going to five is bad, this hand doesn't have a lot going for it. You would need multiple Dark Rituals or Dark Ritual, Rite of Flame and another mana source to make this playable. I think this hand is already a mulligan to five, that's likely too slow.

 

Post-board

Website recommendation for sideboarding

 

Hand 6: (on the draw)

Chrome Mox DarkRitual DarkRitual Infernal Tutor Lions Eye Diamond Abrupt Decay Polluted Delta

Keep

Attacking Miracles in the early game is best, as mentioned before, this hand is capable of that but it can also go late if need be due to the Abrupt Decay. If the opponent taps out on turn one, I would consider going for it. If they don't, I'd likely pass.

 

Hand 7: (on the play)

Abrupt Decay Xantid Swarm Lions Eye Diamond Scalding Tarn Polluted Delta Brainstorm Cabal Therapy

Keep

Almost the ideal post-board hand, just need to find an Infernal Tutor.

 

Hand 8: (on the draw)

Infernal Tutor Tendrils Of Agony Duress DarkRitual Duress Cabal Therapy

Either

I can't fault anyone for keeping this, but at the same time, part for me wants to mulligan. If I was up a game, I'd likely keep – otherwise mulligan.

 

Hand 9: (on the play)

Xantid Swarm Cabal Therapy Duress Chrome Mox Rite Of Flame Bloodstained Mire DarkRitual.

Keep

While this hand doesn't have any business, I believe it has enough disruption in order to win the game. I'd likely start off with Bloodstained Mire into Bayou, and then cast Duress. Follow up the next turn with Xantid Swarm (most likely).

 

Hand 10: (on the draw)

Abrupt Decay Abrupt Decay Scalding Tarn BurningWish Rite Of Flame Gitaxian Probe Infernal Tutor

Share your answer in the comments below!

I'll provide my answer in the next article, but for now, make sure to post your thoughts!

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