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Miracle is pretty interesting in deck building. I absolutely never want to pay 4RedRed for this, but Red for 5 to the face NEEDS to be in a burn deck NOW.

If I put 4 in my deck I have a whopping 44% chance of getting it in my opening hand or first turn where it is completely useless to my strategy and actually completely counter-productive. Better to leave it at 1, MAYBE 2, where my chances are 13% and 25% respectively. The flipside of this is that with 4 in my deck, I have about a 7-8% chance of pulling the card on any given draw after the first hand, increasing each turn I don't draw it, but only about a 2% or 4% chance with 1 or 2 in my deck. I would prefer to keep it low, a burn deck is no good if you have near worthless cards, everything needs to be effective, but I'm not sure which pros outweigh their cons. Once again, Magic has proven it is a game that can't be defined by numbers most of the time but rather trial and error.

Also, it would be best to have no draw creat... (see all)
Posted By: RedAtrocitus (9/24/2012 5:12:53 PM)
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@JasonPG - I had the same question. To my understanding(and someone can feel free to contradict me here), the triggered ability for Miracle resolves before any other actions are taken. So once you've drawn it, it has to be cast then and there. You can't draw it, thunk down a Mountain, and play it for the Miracle cost.
Posted By: MagicBrad (4/13/2013 12:29:21 AM)
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I run 4 of this in a janky Pyromancy based deck. If I topdeck it, great! If not, then it's high cmc is perfect for the pyro ability.
Posted By: jenekee (12/28/2012 2:35:22 AM)
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Question from a returning player regarding miracle timing and activation...

My opponent has had his/her first turn and it's the beginning of my first turn of the game. I draw Thunderous Wrath as my very first draw. Since I have no land in play, I can't cast this for its miracle cost, correct?

Even if I have 7 mountains in my hand, I haven't had the opportunity to play one prior the first draw phase.

The rules didn't seem clear to me as to how long I can play with the miracle card "revealed".

Do I have the option to play a Mountain and then cast Thunderous Wrath for its miracle cost? Or did the miracle ability already resolve prior to being able to play a land on that first turn?

Thanks!
Posted By: JasonPG (3/17/2013 5:59:21 AM)
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See, here's the thing: 5 damage at instant speed is almost worth 4RedRed. Actually, more than "almost."

5 damage for Red? That's just stupidly good.
Posted By: TherealphatMatt (4/26/2012 8:40:56 PM)
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Oh hai Lightning Bolt... Wait... you're not Bolt!? You actually look better than L.B. from certain angles, but you're pretty fugly sometimes too? Oh well! Can I get your number?
Posted By: oddmonk (4/26/2012 5:19:19 PM)
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*Opponent*: I cast my angel of whatever, go.

*draw...*
I kill it for one mana, suck it.

Mirrraacccleeee! <--- whispered with jazz hands
Posted By: ToAsTy42o (4/29/2012 2:13:20 AM)
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AWH MAH GAWD, DA LAWD BEE PRAYZD, TITS A MERACUL!

Either you have a miraculous 'roided up Lightning Bolt (which, as we all know, is the Dark Ritual of Red in terms of "Well... I have 4 slots available...") or a different (and better?) version of Lava Axe.

Pretty sexy, I'd say. At least it isn't as idiotic as Vexing Devil.
Posted By: Ferlord (5/3/2012 9:03:20 PM)
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Miracle cards have a way of making games that are pretty much over last a couple of extra turns.

No matter how bleak the situation is, if you have a miracle card in your deck, you keep playing and praying.

Chances are, you won't draw a miracle when you need it, but at least this miracle is playable for its non-miracle cost.
Posted By: Asmodi0000 (5/2/2012 10:25:17 AM)
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I would love to this card full art'd. The art looks awesome.
Posted By: KrosanSheep (5/16/2012 2:11:06 PM)
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