After following my core and the last branch, while also updating the sideboard a little bit, I consider this to be the way to go as of now: Creatures (3) Planeswalkers (3) Lands (21) Spells (33) As I do not have enough space to talk about all the strategic aspects of Miracles Ill once again try to keep it short, talking about whats necessary to know when facing off against Legacys most played and most powerful decks
In an Arixmethes, Slumbering Isle deck, a ramp spell that you can cast on turns 1-2 would mean you can cast your commander on turn 3, making 1-2cmc ramp is far more valuable than 3+cmc ramp
Then you can tap him for no mana to prevent all combat damage a dork would deal this turn, and the controller and the attacked one draw half damage in cards
Development: Not Problematic Modal effects usually aren't particularly hard to balance as long as there is a cost associated with getting additional modes
This deck consists of: Snivy 2x Servine 2x Serperior 2x Celebi EX 2x Xspeed 2x / Giovanni 2x Sabrina 2x Professors Research 2x Pokeball 2x Potion 2x Erika 2x Gyarados EX Deck This Gyarados deck focuses on building up Gyarados EX as your primary attacker while setting up its Rampaging Whirlpool
The card is graded a 9 by Professional Sports Authenticator (PSA) and is part of the Shiny Treasure Ex set, making it a valuable addition to any collector's deck