They are an easy target for players who wield Break the Spell
Cards that scry, surveil, loot, or rummage can all help set up your draws and make Miracle more consistent
Its highly specific ward cost also makes it more difficult to remove

Be very careful when trading for the following cards on this list: Tropical Island Temple Garden Stomping Ground Overgrown Tomb Scared Foundry Breeding Pool Misty Rainforst Celestial Colonnade Flooded Strand Arid Mesa Wasteland Inkmoth Nexus Elspeth Sun's Champion Tarmogoyf Cavern of Souls Scalding Tarn Hallowed Fountain Polluted Delta Surgical Extraction Sol Ring Underground sea Maesh Flats Reflecting Pool Mutavault Wooded Foothills Windswept Health Watery Grave Godless Shrine Nykthos, Shrine to Nyx Savannah Blood Crypt Verdant Catacombs Kalonian Hydra Avacyn, Angel of Hope Thassa, God of the sea, Jace, Architect of Thought Swords to Plowshares Chalice of the Void Goblin guide it that betrays sword of war and peace sword of fire and ice purphoros god of the forge sun titan sensei's divining top demonic tutor elspeth knight-errant thoughtseize pernicious deed sword of feast and famine goblin lackey goblin pilcdriver inquistion of kozilek engineered explosives kokusho the evening star bonfire of the damned ral zarek stoneforge mystic lona shield of emeria spellskite karn liberated tundra path to exile figure of destiny Ather Vial Vampiric Tutor Snapcaster Mage Academy Ruins Batterskull Forcc of Will Leyline of Sanctity Intuition Sphinx's Revelation Reanimate New...er News

The worst part about this is the cost of the deck, unless you've already collected nearly the whole deck, the gem expense is pretty steep
With the release of Aetherdrift , were introduced to 34 new commanders, and while many people might ask which of these is the most powerful, I like to ask how fun they are