The more packs you open, the more likely you are to pull a rare card
23 Spells Brainstorm Sensei's Divining Top Mystical Tutor Noxious Revival Lightening Bolt Delver of Secrets Punishing Fire Lat-Nam's Legacy Fire / Ice Snapcaster Mage Remand Vendilion Clique Chandra's Phoenix Jace, the Mind Sculptor Chandra, the Firebrand Cryptic Command Vanishment Devastation Tide Reforge the Soul Tamiyo, the Moon Sage Thunderous Wrath Temporal Mastery Bonfire of the Damned 17 Land (I should have blagged the Chrome Mox and cut a land) Grove of the Burnwillows Forgotten Cave Faerie Conclave Desolate Lighthouse Cascade Bluffs Volcanic Island Steam Vents Scalding Tarn Shivan Reef Izzet Boilerworks Tropical Island Wooded Foothills 3 Islands 2 Mountains While this deck worked pretty well if I were to build a miracle based deck again it would either be UWR control or Ru with artifact ramp and have a proper control deck or a serious tempo deck and not some mid way mess between the two

At base cost 3, you can use it as a board wipe for tokens, and even if your opponent's creatures have hexproof, you can still get them if there is another permanent with the same cost on your table, or another player's
Card Kingdom Akihabara carries popular trading games, such as Yu-Gi-Oh
[casthaven]Kambal, Consul of Allocation[/casthaven] fits into both of those roles