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
They didnt stock yesterday, and we were there and waited, and then that lady started arguing with the kid who said he wasnt going to follow the rules, and the manager had to come over
These decks have a relatively high likelihood of doing nothing in a game
Having permanents turn from one thing into another is something we've played around with in blue and red, but never in green
When to Choose End the Turn
Green relies on fight effects and artifact or enchantment removal rather than direct kill spells.