Humans have bad MUs on the draw for the most part. On the play it can win against everything (which doesn't quite answer your question).
Valakut is a race G1. They rarely have an unopposed ramp plan, so they need at least a Bolt or a wrath to win, or a Turn 5 kill with no opposition whatsoever. Some may say it's a tough MU, and it's mostly because we can't interact with their wincon very efficiently, and then SB games weigh in their favor. The mid/lategame is unwinnable for Humans cause Valakut turns every land and almost every spell into Bolts. But they sometimes draw air and it punishes them hard.
Their priority post-board is to have interaction, because once they stabilize by turn 3-4, they can easily ramp to victory and our clock might not be fast enough. I like to have FreeB post-board, it makes the game much easier to navigate. Thalia is nice too.
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What are your criterias to mulligan? I thought one land + Vial or Hierarch was ok. But I’ve lost 2 matchups tonight because of my lands (and nothing else).
Game 1, I never saw land #2, and Vial wasn’t enough to resist 5C Zoo (with BBElf), playing just one creature per turn. Game 2 of same matchup, I kept Canopy + Hierarch. Bad call. Even when I fetched a Plains thanks to Path to Exile, I was totally screwed. With no red or black source, I couldn’t cast the creatures in my hand : 3 Mantis Rider, Anafenza and Freebooter.
MU #2, I won 2-0 vs Esper Control. Notion Thief on game 2 was really cool. And Dire Fleet Daredevil, targeting Esper Charm and making him discard his only two cards.
MU #3 vs Temur Scapeshift... I won game 1 fair and square, but lost game 2, stuck on 1 land. I already mulliganed to 6, and kept a one lander with Champion. Should have gone to 5. Finally, I lost game 3 after I flooded. With 7 lands, a Vial and 6 Humans. I got him down to 2 life multiple times, but 2 Baloths kept him alive long enough to get to 7-8 lands and Scapeshift. 7 triggers of Valakut did the job of wiping my board.
From tonight’s experience, I would say that keeping a one lander with Hierarch is fine *if* the land is a rainbow land. If not, mulligan. And without Vial or Hierarch, I think we should always mulligan, unless there’s 2-3 Champion or Kytheon.
BTW, I did flipped Kytheon today, on turn 3. I started with Hierarch, then Thalia and Kytheon on turn 2. I played Lieutenant on turn 3 and attacked with everything for 7 damage. Kytheon flipped, and I used his +1 ability to untap Hierarch and cast another Lieutenant. Game was over on turn 4.
What are your criterias to mulligan?
From tonight’s experience, I would say that keeping a one lander with Hierarch is fine *if* the land is a rainbow land. If not, mulligan. And without Vial or Hierarch, I think we should always mulligan, unless there’s 2-3 Champion or Kytheon.
Here are the simple considerations I always take when I draw my 7 cards in the dark :
1- I keep one-landers with a castable Vial on turn 1 (which I consider as an extra land).
2- I keep one-landers with 3-4 one-drops no matter what those are (Champ, Noble, Vial), except for the case of 3-4 Vials, where I mulligan.
3- I keep one-landers with 2 one-drops only if I have at least 1 two-drop to cast on T2 if everything goes right (Noble survives or topdeck land).
4- I mulligan every hand that has no play before turn 3.
5- I mulligan every hand that has only 1 play from turn 1 to 3.
We have a different approach about point #3 then, because you would keep a Noble + a rainbow land (assuming the rest of your hand contains at least 1 two-drop) and hope for a land drop and/or your Noble doesn't die. I wouldn't take that risk, while a mulligan could offer a way better hand. Even a 7 with a ton of 2-drops is too risky in my book. Being mana-screwed or color-screwed is one if not the best way to lose with this deck.
I experienced the same with Elves that I've been playing for 2 years or so. Basically when I topdeck a land or that my plays are unopposed, it feels like a champ gamble, but it's just a blind bet that isn't even worth it. In case I don't draw another source of mana, my hand is stuck at playing one spell a turn, turning every 3-drop topdeck into a dead card. It is a good way to lose a game of Magic !
That's why I do not advocate for 18-lands lists, it leads to more mulligans.
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Pioneer - A bunch of stuff Modern - Humans Legacy - Grixis Phoenix / Death & Taxes
After a lot of thinking, here are my guidelines for mulligans :
ONE LAND : + Hierarch : Mulligan unless it's a Rainbowland* and you have at least another one-drop, 1+ non-Image two-drop and no more than 2 three-drops (if Hierarch is removed, they may stay dead cards for long). *Cavern of Souls, Unclaimed Territories and Ancient Ziggurat can all cast Hierarch and tap for R and B to support Hierarch and cast all our spells. + Vial : Mulligan unless it's an Aetherland* and you have at least 2 one-drops and 1+ non-Image two-drop. *Cavern of Souls, Unclaimed Territories and Horizon Canopy can all cast Vial and all our one-drops (in hand or top deck) and any land on the top deck will fix our needs. Even if Vial by itself fixes all our colors, I doubt it's reasonable to keep Plains or Seachrome Coast as our only land (and Ziggurat is useless for T1 Vial). + 3 Weenies (0-1 Kytheon and 2-3 Champions) : Mulligan unless it's a Humanland*. Only Cavern of Souls and Unclaimed Territories can assure you to cast both Hierarch or Vial (if you top deck one or the other), and make sure any land on the top deck will be a good draw (top decking a Plains, Coast or Canopy is really bad if you’re stuck on Bant, but very good if your colors are already fixed). The odds of top decking 1+ land in the next 2 cards are only 56%. That's why I believe more than two Weenies are required to keep a one lander.
For hands with 2+ lands, I think we have to Mulligan any hand that doesn’t have at least 1 one-drop, 1 non-Image two-drop and 1 other two/three-drop. Key here is to have something to play every turn for the first 3 turns, always. I don't think Humans can ever afford to stumble on these precious turns, and I will Mulligan more aggressively in the future. I know I can win with 5 cards, I've done so the other night.
Edit : Also, I think we should never keep hands with less than 3 Humans. Ideally, we'll have 4...
It's an interesting discussion. Some sketchy hands are keepable and it's important to figure them out. Let's still consider we decide in the dark.
+ Vial : Mulligan unless it's an Aetherland* and you have at least 2 one-drops and 1+ non-Image two-drop. *Cavern of Souls, Unclaimed Territories and Horizon Canopy can all cast Vial and all our one-drops (in hand or top deck) and any land on the top deck will fix our needs. Even if Vial by itself fixes all our colors, I doubt it's reasonable to keep Plains or Seachrome Coast as our only land (and Ziggurat is useless for T1 Vial).
I believe a Vial on turn 1 with only 1 other 1-drop is very keepable. Vial on turn 1, Champ/Noble on turn 2 (hardcast or vialed in), then you have one more drawstep to draw a land, and you have a 2-drop vialed in by turn 3 anyway. The one way this hand is bad is if your opponent plays TS / Inqui and you're left with no Vial. I will always take the bet here, until Inqui decks are a dominant part of the metagame.
I believe you would keep a white land if the rest of your hand was castable with it, right ? You have 16 cards (12 lands + 4 Vials) that can fix all your colors against 7 lands that can't. You can topdeck Champ and creatures you can vial in. Noble can't help cast FreeB and Mantis here. Your second land isn't enough to cast a 3-drop anyway. So if your hand has Vial, Canopy and any combination of Thalias and Lieutenants, wouldn't you keep ?
Only Cavern of Souls and Unclaimed Territories can assure you to cast both Hierarch or Vial
Technically, Canopy also can.
For hands with 2+ lands, I think we have to Mulligan any hand that doesn’t have at least 1 one-drop, 1 non-Image two-drop and 1 other two/three-drop. Key here is to have something to play every turn for the first 3 turns, always.
I think a hand with only 2 castable spells by turn 3 is a keep. If your hand has Champ into Lieut, or 2 Lieuts, it's already a nice hand. With 2 lands and say, 3 two-drops, you're assured to cast a spell by turn 4 anyway, letting you draw 4-5 cards off the top, so I think you should have your 3rd land by then. If not, those are simply the odds, not the proof you should've mulliganed. If you go back to only 2 two-drops, well even though you don't draw your 3rd land by turn 4, you may draw another 1-drop or 2-drop, so the odds are you ahve a high chance to play something on turn 4 anyway.
It's rather difficult to consider a two-lander a mulligan if you already have 2 plays by turn 3. We can come back from a slow start thanks to our 3-drops. Ref mage helps vs opp's aggro starts, and Mantis gets back the tempo loss suffered sooner. When you use the term "key", I assume it means "it's a winning hand", but some hands miss a piece to be "key", despite that we should keep.
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I'll reply to your comments a bit later, in a different post, for sake of clarity. For now, I have a little question myself to ask you and the community : Keep or Mulligan this hand ?
Would your answer be different on the play or on the draw? Let's assume here that we don't know what our opponent is playing. But what if we do and it's game 2? Against what kind of matchups is this keepable, or just terrible? And what if Ancient Ziggurat is Horizon Canopy instead? Or if Reflector Mage instead of Thalia, Heretic Cathar?
I'm developing a spreadsheet with RNG to simulate a very high number of 7 cards samples (aiming at 1000 hands, and I'll repeat the scenarios 10 times for very reliable statistics). Under the current protocole, this hand is a Mulligan, for the only reason it has no « Non-Image Two-drops ». It has 2 lands, including a rainbowland, and 3+ creatures, including 2+ that I can cast in the first 3 turns.
But I think my criterias for what's a Keep and what's a Mulligan are too stricts, because the number of Mulligans the program shows up is way too high. I thought the protocole was reasonable to have playable hands that can win a game, but it seems not and I tried to observe what kind of hands are being rejected. The above one appeared first, and I was immediately struck by it, unable to even look at another rejected sample.
After reading many articles about Mulligans, it seems pro players always assume they have very bad top decks when considering their starting hands. Can these cards win this particular matchup, considering I’m on the play/draw? If not they'll Mulligan.
Bad draws for this hand would be another land or a Vial (21 cards). I'm not sure if another Big Thalia is a bad draw, because a backup is probably not so bad. Even if Image can't copy Baby Thalia or Kytheon, they are probably fine draws because I can at least cast them and they'll do something. Another Hierarch or Image is bad but not disastrous, because they'll add more Exalted triggers to the battlefield. According to the Chapin's Equation, next top deck will be good 60% of the time (or 84% of 1+ good card in the next two).
This hand of 7 cards can cast Big Thalia on turn 2. On the play, this is a very strong disruption against most decks, tapping their lands and creatures. If not removed and I have bad top decks (land and Vial), she can attack for 7 on turn 3 (with the 2 other Hierarch, and Image copying a Hierarch), most probably unblocked because of her abilities. Opponent only has 2 untap steps to kill her before I win on turn 5.
If Big Thalia is removed, Hierarch can attack as a 3/4 on turn 3, and a 4/5 on turns 4+. That's not a very good clock, but it can still win a game attacking 5 times (plus a fetch for the last damage), even against Lantern Control (0/1 can attack under Bridge)... but not against Gurmag Angler, a fat Tarmogoyf/Shadow or Tasigur.
So this hand seems to be able to win a game on the play, even with bad top decks. I would probably have kept it on the play against most opponents. It's not as good on the draw, because Thalia's abilities are less relevant. But any non-bad top deck is an amazing top deck because of Image, so I would probably have kept this hand too on the draw.
If we know our matchup, then it's a bad hand against red sweepers because we have to overextend to win and Thalia can't delay the sweeper long enough unless opponent misses a land drop on turn 2 or 3. It's bad too against Wrath, Verdict and Damnation if we're on the draw. Against removal/discard-heavy decks, it's also probably a bad hand (no Thalia to attack or even play, and Hierarch is increasingly worse the less you have). Bad too against non-creatures and land-light Combo decks, like Storm.
I guess my final answer would be KEEP this hand most of the time, except against Storm or on the draw in certain matchups.
And if Ancient Ziggurat is Horizon Canopy instead? Canopy can still cast all the cards in my hand, with a tax on my life total. But it turns Kitesail Freebooter and Mantis Rider (and Kessig Malcontents, if you play it) into pretty bad draws (like many SB cards), downgrading good top decks from 60% to 45%. Is that reason enough to Mulligan, because we're at risk of being color-screwed (but not certain we'll be)? We can obviously try our luck with a Mulligan and draw better 6 cards, but these can also be worse...
And if Thalia, Heretic Cathar is Reflector Mage instead? Mage is less aggressive than Big Thalia, more reactive (thus better on the draw than the play). Its disruptive ability is conditional compared to her's, and not as generally useful, but its effect lingers for a full turn even if it's removed. Mage is also a potential target to copy with Image, which makes this card better in the right matchup. I think I'd Mulligan this hand more often than with Big Thalia, but I'm not sure...
I believe a Vial on turn 1 with only 1 other 1-drop is very keepable. Vial on turn 1, Champ/Noble on turn 2 (hardcast or vialed in), then you have one more drawstep to draw a land, and you have a 2-drop vialed in by turn 3 anyway. The one way this hand is bad is if your opponent plays TS / Inqui and you're left with no Vial. I will always take the bet here, until Inqui decks are a dominant part of the metagame.
I somewhat agree with you. Ideally, we'll play 3 creatures in 3 turns. But as I found out with the above mentioned spreadsheet, if we Mulligan all hands that can't play 3 creatures in 3 turns, we'll be Mulliganing about 70% of the time. Playing 2 creatures in 3 turns becomes what can be considered acceptable. But this means we can't keep a hand with 1-2 lands and Vial if it doesn’t have at least 2 one-drops (in which case we play nothing on turn 3), or a one-drop + a non-Image two-drop to play with Vial on turn 3 (or is Image fine to copy our one-drop?).
I believe you would keep a white land if the rest of your hand was castable with it, right ? You have 16 cards (12 lands + 4 Vials) that can fix all your colors against 7 lands that can't. You can topdeck Champ and creatures you can vial in. Noble can't help cast FreeB and Mantis here. Your second land isn't enough to cast a 3-drop anyway. So if your hand has Vial, Canopy and any combination of Thalias and Lieutenants, wouldn't you keep ?
I would. Like I said, keep a one-lander with an Aetherland, being defined as a Cavern, Territories or Canopy.
Only Cavern of Souls and Unclaimed Territories can assure you to cast both Hierarch or Vial
Technically, Canopy also can.
Yes, but top deck a Hierarch, and you're still color screwed. We now have 4 more cards in the bad top deck pool, and good top decks are down from 26 to 22 (18 lands and 4 Vials). Lookup Chapin's Equation. These are not numbers we're looking for.
For hands with 2+ lands, I think we have to Mulligan any hand that doesn’t have at least 1 one-drop, 1 non-Image two-drop and 1 other two/three-drop. Key here is to have something to play every turn for the first 3 turns, always.
I think a hand with only 2 castable spells by turn 3 is a keep. If your hand has Champ into Lieut, or 2 Lieuts, it's already a nice hand. With 2 lands and say, 3 two-drops, you're assured to cast a spell by turn 4 anyway, letting you draw 4-5 cards off the top, so I think you should have your 3rd land by then. If not, those are simply the odds, not the proof you should've mulliganed. If you go back to only 2 two-drops, well even though you don't draw your 3rd land by turn 4, you may draw another 1-drop or 2-drop, so the odds are you ahve a high chance to play something on turn 4 anyway.
As said in the other post, I now think we should keep hands that can cast 2 creatures in the first 3 turns. Two lands and 2 two-drops should thus be kept. But I'd be a little nervous if the 3 other cards are all three-drops. These are at risk of being dead cards for long if we don't top deck a land. Top decking a Hierarch could help, but it's slow and fragile. Vial is a more resilient top deck, but slower than Hierarch. I wouldn't be happy to keep this hand, but Mulligan down to 6 to the same cards but one less three-drops would be worse. So I guess I would keep.
How the fart you guys deal with jeskai control? So much removal, my opp was at 4 lifes and still they casted Emrakul after x2 +20 min games...
You need the disruptive package in this matchup : Thalia, Freebooter and/or Meddling Mage. Post SB, Dire Fleet Daredevil is a nice response to Snapcaster, and Notion Thief screws Opt, Serum Vision, Cryptic Command, Electrolyze, Jace and Nahiri. Gaddock Teeg prevents Cryptic Command, Jace, Nahiri, Chandra and Through the Breach.
BTW, Notion Thief is not only good because it prevents opponent from drawing cards, but because it draws you cards too! And because it has Flash, it plays very well in the Control Matchups.
Well, your posts were well written indeed, and I believe we end up on a nice consensus !
The hand you proposed is a non-questionnable keep for me (in the dark), which means I should be careful not to keep after checking on the surface only. This hand loses so bad VS Affinity or Bogles for example, but we usually lose these MU G1. My thougt process is to let my average hands lose to bad G1 MUs and move on. It's a pretty decent hand VS Bridge decks though.
And if Ancient Ziggurat is Horizon Canopy instead? Canopy can still cast all the cards in my hand, with a tax on my life total. But it turns Kitesail Freebooter and Mantis Rider (and Kessig Malcontents, if you play it) into pretty bad draws (like many SB cards), downgrading good top decks from 60% to 45%. Is that reason enough to Mulligan, because we're at risk of being color-screwed (but not certain we'll be)? We can obviously try our luck with a Mulligan and draw better 6 cards, but these can also be worse...
I would keep and not forget that the Canopy is a cantrip, it's an expendable resource that improves the odds. Obviously it's a risky hand but I strongly believe I'll lose with this hand because of the MU, not because of the topdecks. It's debatable.
And if Thalia, Heretic Cathar is Reflector Mage instead? Mage is less aggressive than Big Thalia, more reactive (thus better on the draw than the play). Its disruptive ability is conditional compared to her's, and not as generally useful, but its effect lingers for a full turn even if it's removed. Mage is also a potential target to copy with Image, which makes this card better in the right matchup. I think I'd Mulligan this hand more often than with Big Thalia, but I'm not sure...
I keep too. 3 Nobles is quite the clock along with any creature. Play the other Nobles on turn 2, that's fine. Those hands are very similar.
But what if we do and it's game 2? Against what kind of matchups is this keepable, or just terrible?
It depends on whether I had key cards to bring in. I tend to mulligan until I reach a SB card. especially for the fast MUs. But if I have not much to bring, for example VS Burn I could keep this hand. The Ref Mage one is better but Thalia is also nice, I can chump with Nobles to buy time and eventually copy my opp's creature and hope to stabilize. It needs some help to work out. This hand probably loses to a single Grim Lav or a couple Searing B's, but Mantis alone can be enough to race on the thread.
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Pioneer - A bunch of stuff Modern - Humans Legacy - Grixis Phoenix / Death & Taxes
Just got back from SCG Worcester. Did a last-minute audible to Humans instead of UW because I feared a hostile anti-control meta due to Jace unbans. Went 6-3, losing my win-and-in for Top 32.
In a rush this morning, so I'll post a full report/explanation a little later. Main take away is that I feel like CoCo is a little better than Vial at this point in the meta. Or at least, for the meta I saw in Worcester.
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EDH GWSelvala and the Return to HumanityGW UWDragonlord Ojutai, Control's Elder DragonUW UBGTasigur, the God-Pharaoh's Gift to EDHUBG UBRNicol Bolas and his SuperfriendsPawnsUBR
Modern UWUW Control/Midrange/Bad JundUW WUBRGHumansWUBRG BGMidrangeBG
2-1 vs Elves (on the draw) : I won game 1 with turn 2 RefMage and 2 Images copying RefMage soon after. We stared at each other for a very long time on game 2, but 2 Shaman of the Pack for 15+ damage total got me really hard. Game 3, he conceded when I played Izzet Staticaster on turn 3. (BTW, I also sided in 2 Gut Shot, hoping to kill mana dorks before they ramp and get too fat, but I never saw the card).
2-0 vs Dredge (on the draw) : I won game 1 to a one-lander. Game 2, he refilled his hand twice with Loam and followed next turn with Conflagrate for 7, discarding his hand completely. I was expecting this, and kept an Illusion in my hand to copy Lieutenant (with Vial). This saved 2 of the 3 targets of Conflagrate, and even though Freebooter died, giving back Lightning Axe to the opponent, he was tapped out then and couldn't cast it before another Freebooter on my turn took care of it, and I rolled over him.
2-0 vs 4/5c Bloodbraid Flames (on the play) : Same guy, same deck to which I've lost 0-2 last week. Mulliganed to 6*, kept a one lander with Vial, 2 Riders and 2 Reflector Mage. It was a very slow start, but I eventually reached 3 counters on Vial. RefMage took care of opposing Mantis Rider. Next turn, Big Thalia did the job of killing Haste and removing a blocker for a turn (Rider). RefMage #2 again bounced Rider in his hand, and I played my 3rd land to hit with another Rider. Some removals helped him a lot, killing Big Thalia before he played Mantis Rider, again (the same one I bounced twice). On the stack, another Big Thalia from Vial before he conceded.
Game 2, I sided out 2 Kytheon and 2 Vial, to add Hostage Taker, Heron's Grace Champion and 2 Anafenza (because she can resist Bolt and Helix). This game was quite long, because Kitchen Finks and Scavenging Ooze gained him some life. Opponent managed to kill the first Freeboter and Meddling Mage, but another pair (exiling Path to Exile and naming Tribal Flames) took care of his last Burn spells. Heron's Grace Champion and Phantasmal Image (copying HerPion) put me out of reach of lethal, and I grinded the rest in the air.
* About Mulligans:
I did a lot of research and data crunching last week, aiming to be better at recognizing Mulligan situations. I wanted to be better at making this decision, because it was very clear to me that last week's bad results were my own fault, of not taking Mulligans when I should have. To that end, I ran 10.000 simulations of completely random hands (thank you, Excel), and considered keepable hands those with 1 to 5 lands that could play 2+ creatures by turn 3 (considering Vial, but assuming Hierarch would never survive to tap for mana on turn 2). Results under this protocole :
75-80% = odds of 7 keepable cards, with most Mulligans coming from 0-6-7 lands, or 1 land, no Vial and less than 2 one-drops.
45-50% = odds of 6 keepable cards.
30-35% = odds of 5 keepable cards.
56% = odds of top decking 1 land out of 2 cards (scry + draw), when there's 18 lands left in a library of 54 cards (with a hand of 6 cards including 1 land).
What this tells me is that Mulliganing down to 5 cards is EXTEMELY risky for Humans. Thus, with 6 cards, one-landers should be considered keepable more often than what the 7 cards protocole suggests. I have no formula for that but, basically, just be less picky.
A good example of this is the 6 cards hand I kept on game 1 of MU #3 (see above). With one land and Vial, even though I couldn't play a creature until turn 4, I kept this hand with 2 RefMage and 2 Riders. I figured that the odds were in my favor, of drawing a one/two-drops that would allow me to play something on turn 2 or 3 while powering up Vial, or of drawing lands that would allow me to play 2 three-drops on turn 4+. Really, there were no really bad top decks for this hand, and it was a very safe bet to put 3 counters on Vial. I thus kept the hand, and won the matchup. Was I lucky? Maybe, but I think not. I made the most logical decision, based on pure mathematics.
Dauntless Bodyguard
W
Creature — Human Knight
2/1
As Dauntless Bodyguard enters the battlefield, choose another creature you control.
Sacrifice Dauntless Bodyguard: The chosen creature gains indestructible until end of turn.
• Dauntless Bodyguard's first ability isn't a triggered ability and doesn't use the stack. Players can't respond to your choice of which creature it's protecting.
• If Dauntless Bodyguard enters the battlefield at the same time as another creature, that creature can't be chosen for its ability.
• If the chosen creature leaves the battlefield, you can't choose a new creature for Dauntless Bodyguard to protect. If you activate its last ability in this case, no creature gains indestructible.
-----
Check Dominaria´s Release notes, tons of humans, many are wizards tho but still some sweet new cards
Dauntless Bodyguard
W
Creature — Human Knight
2/1
As Dauntless Bodyguard enters the battlefield, choose another creature you control.
Sacrifice Dauntless Bodyguard: The chosen creature gains indestructible until end of turn.
• Dauntless Bodyguard's first ability isn't a triggered ability and doesn't use the stack. Players can't respond to your choice of which creature it's protecting.
• If Dauntless Bodyguard enters the battlefield at the same time as another creature, that creature can't be chosen for its ability.
• If the chosen creature leaves the battlefield, you can't choose a new creature for Dauntless Bodyguard to protect. If you activate its last ability in this case, no creature gains indestructible.
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Check Dominaria´s Release notes, tons of humans, many are wizards tho but still some sweet new cards
Dauntless Bodyguard
W
Creature — Human Knight
2/1
As Dauntless Bodyguard enters the battlefield, choose another creature you control.
Sacrifice Dauntless Bodyguard: The chosen creature gains indestructible until end of turn.
Very good. An aggressive 1-drop that you won't be mad top decking in the later stage of the game. I'm not sure we'll be able to fit 4 in the main deck, but we should have at least 2 in the 75. Will help a lot against Jund.
Benalish Marshal
WWW
Creature — Human Knight
3/3
Other creatures you control get +1/+1.
Not sure we want another lord, but it's there to consider.
Edit...
——— Knight of Grace
1W
Creature — Human Knight
2/2
First strike
Hexproof from black (This creature can't be the target of black spells or abilities your opponents control.)
Knight of Grace gets +1/+0 as long as any player controls a black permanent.
——— Knight of Malice
1B
Creature — Human Knight
2/2
First strike
Hexproof from white (This creature can't be the target of white spells or abilities your opponents control.)
Knight of Malice gets +1/+0 as long as any player controls a white permanent.
———
Sideboard material?
——— Kwende, Pride of Femeref
3W
Legendary Creature — Human Knight
2/2
Double strike
Creatures you control with first strike have double strike.
———
Costs a lot, but some synergy with both Thalias and Daredevil.
——— Shanna, Sisay's Legacy
GW
Legendary Creature — Human Warrior
0/0
Shanna, Sisay's Legacy can't be the target of abilities your opponents control.
Shanna gets +1/+1 for each creature you control.
———
I don't think she's good enough to kick a card out of the deck, but she seems like a better top deck than a Champion in the late game.
There will certainly be more Humans in Dominaria. I can't wait to see all the spoilers!
Some very nice humans got spoiled indeed!
The Black Knight could find a home in the deck aswell as the counter doubling blue wizard.
The set look great thusfar looking forward to this one!
Shana seems neat. She's legendary and hard to kill, so maybe 1 or 2 maindeck only?
I like how we can turn into a full aggro deck with some of these cards if we want (and the meta forces us to do so). We bring back Mayor, use that 3 drop lord and let the disruptive humans for the sideboard. Don't know if that would be better, but it sure seems fun
Shana seems neat. She's legendary and hard to kill, so maybe 1 or 2 maindeck only?
I like how we can turn into a full aggro deck with some of these cards if we want (and the meta forces us to do so). We bring back Mayor, use that 3 drop lord and let the disruptive humans for the sideboard. Don't know if that would be better, but it sure seems fun
Shanna can't be the target of abilities, but she can be the target of spells. I guess that immunes her from planeswalkers 's abilities (Chandra, Nahiri, Karn, Jace, etc.) and from Lavamancer's activition, but there doesn’t seem to be much more usefulness to this protection in Modern.
I don't think she'll make the cut. Creatures with */* are easy to trick. You'll attack with her as a 3/3 into a 2/2, get blocked, and then some removals will change the math and she'll die.
URStormRU
GRTitanshift[mana]RG/mana]
Valakut is a race G1. They rarely have an unopposed ramp plan, so they need at least a Bolt or a wrath to win, or a Turn 5 kill with no opposition whatsoever. Some may say it's a tough MU, and it's mostly because we can't interact with their wincon very efficiently, and then SB games weigh in their favor. The mid/lategame is unwinnable for Humans cause Valakut turns every land and almost every spell into Bolts. But they sometimes draw air and it punishes them hard.
Their priority post-board is to have interaction, because once they stabilize by turn 3-4, they can easily ramp to victory and our clock might not be fast enough. I like to have FreeB post-board, it makes the game much easier to navigate. Thalia is nice too.
Game 1, I never saw land #2, and Vial wasn’t enough to resist 5C Zoo (with BBElf), playing just one creature per turn. Game 2 of same matchup, I kept Canopy + Hierarch. Bad call. Even when I fetched a Plains thanks to Path to Exile, I was totally screwed. With no red or black source, I couldn’t cast the creatures in my hand : 3 Mantis Rider, Anafenza and Freebooter.
MU #2, I won 2-0 vs Esper Control. Notion Thief on game 2 was really cool. And Dire Fleet Daredevil, targeting Esper Charm and making him discard his only two cards.
MU #3 vs Temur Scapeshift... I won game 1 fair and square, but lost game 2, stuck on 1 land. I already mulliganed to 6, and kept a one lander with Champion. Should have gone to 5. Finally, I lost game 3 after I flooded. With 7 lands, a Vial and 6 Humans. I got him down to 2 life multiple times, but 2 Baloths kept him alive long enough to get to 7-8 lands and Scapeshift. 7 triggers of Valakut did the job of wiping my board.
From tonight’s experience, I would say that keeping a one lander with Hierarch is fine *if* the land is a rainbow land. If not, mulligan. And without Vial or Hierarch, I think we should always mulligan, unless there’s 2-3 Champion or Kytheon.
BTW, I did flipped Kytheon today, on turn 3. I started with Hierarch, then Thalia and Kytheon on turn 2. I played Lieutenant on turn 3 and attacked with everything for 7 damage. Kytheon flipped, and I used his +1 ability to untap Hierarch and cast another Lieutenant. Game was over on turn 4.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
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Here are the simple considerations I always take when I draw my 7 cards in the dark :
1- I keep one-landers with a castable Vial on turn 1 (which I consider as an extra land).
2- I keep one-landers with 3-4 one-drops no matter what those are (Champ, Noble, Vial), except for the case of 3-4 Vials, where I mulligan.
3- I keep one-landers with 2 one-drops only if I have at least 1 two-drop to cast on T2 if everything goes right (Noble survives or topdeck land).
4- I mulligan every hand that has no play before turn 3.
5- I mulligan every hand that has only 1 play from turn 1 to 3.
We have a different approach about point #3 then, because you would keep a Noble + a rainbow land (assuming the rest of your hand contains at least 1 two-drop) and hope for a land drop and/or your Noble doesn't die. I wouldn't take that risk, while a mulligan could offer a way better hand. Even a 7 with a ton of 2-drops is too risky in my book. Being mana-screwed or color-screwed is one if not the best way to lose with this deck.
I experienced the same with Elves that I've been playing for 2 years or so. Basically when I topdeck a land or that my plays are unopposed, it feels like a champ gamble, but it's just a blind bet that isn't even worth it. In case I don't draw another source of mana, my hand is stuck at playing one spell a turn, turning every 3-drop topdeck into a dead card. It is a good way to lose a game of Magic !
That's why I do not advocate for 18-lands lists, it leads to more mulligans.
ONE LAND :
+ Hierarch : Mulligan unless it's a Rainbowland* and you have at least another one-drop, 1+ non-Image two-drop and no more than 2 three-drops (if Hierarch is removed, they may stay dead cards for long). *Cavern of Souls, Unclaimed Territories and Ancient Ziggurat can all cast Hierarch and tap for R and B to support Hierarch and cast all our spells.
+ Vial : Mulligan unless it's an Aetherland* and you have at least 2 one-drops and 1+ non-Image two-drop. *Cavern of Souls, Unclaimed Territories and Horizon Canopy can all cast Vial and all our one-drops (in hand or top deck) and any land on the top deck will fix our needs. Even if Vial by itself fixes all our colors, I doubt it's reasonable to keep Plains or Seachrome Coast as our only land (and Ziggurat is useless for T1 Vial).
+ 3 Weenies (0-1 Kytheon and 2-3 Champions) : Mulligan unless it's a Humanland*. Only Cavern of Souls and Unclaimed Territories can assure you to cast both Hierarch or Vial (if you top deck one or the other), and make sure any land on the top deck will be a good draw (top decking a Plains, Coast or Canopy is really bad if you’re stuck on Bant, but very good if your colors are already fixed). The odds of top decking 1+ land in the next 2 cards are only 56%. That's why I believe more than two Weenies are required to keep a one lander.
For hands with 2+ lands, I think we have to Mulligan any hand that doesn’t have at least 1 one-drop, 1 non-Image two-drop and 1 other two/three-drop. Key here is to have something to play every turn for the first 3 turns, always. I don't think Humans can ever afford to stumble on these precious turns, and I will Mulligan more aggressively in the future. I know I can win with 5 cards, I've done so the other night.
Edit : Also, I think we should never keep hands with less than 3 Humans. Ideally, we'll have 4...
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
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I believe a Vial on turn 1 with only 1 other 1-drop is very keepable. Vial on turn 1, Champ/Noble on turn 2 (hardcast or vialed in), then you have one more drawstep to draw a land, and you have a 2-drop vialed in by turn 3 anyway. The one way this hand is bad is if your opponent plays TS / Inqui and you're left with no Vial. I will always take the bet here, until Inqui decks are a dominant part of the metagame.
I believe you would keep a white land if the rest of your hand was castable with it, right ? You have 16 cards (12 lands + 4 Vials) that can fix all your colors against 7 lands that can't. You can topdeck Champ and creatures you can vial in. Noble can't help cast FreeB and Mantis here. Your second land isn't enough to cast a 3-drop anyway. So if your hand has Vial, Canopy and any combination of Thalias and Lieutenants, wouldn't you keep ?
Technically, Canopy also can.
I think a hand with only 2 castable spells by turn 3 is a keep. If your hand has Champ into Lieut, or 2 Lieuts, it's already a nice hand. With 2 lands and say, 3 two-drops, you're assured to cast a spell by turn 4 anyway, letting you draw 4-5 cards off the top, so I think you should have your 3rd land by then. If not, those are simply the odds, not the proof you should've mulliganed. If you go back to only 2 two-drops, well even though you don't draw your 3rd land by turn 4, you may draw another 1-drop or 2-drop, so the odds are you ahve a high chance to play something on turn 4 anyway.
It's rather difficult to consider a two-lander a mulligan if you already have 2 plays by turn 3. We can come back from a slow start thanks to our 3-drops. Ref mage helps vs opp's aggro starts, and Mantis gets back the tempo loss suffered sooner. When you use the term "key", I assume it means "it's a winning hand", but some hands miss a piece to be "key", despite that we should keep.
- Ancient Ziggurat
- Seachrome Coast
- Noble Hierarch
- Noble Hierarch
- Noble Hierarch
- Phantasmal Image
- Thalia, Heretic Cathar
Would your answer be different on the play or on the draw? Let's assume here that we don't know what our opponent is playing. But what if we do and it's game 2? Against what kind of matchups is this keepable, or just terrible? And what if Ancient Ziggurat is Horizon Canopy instead? Or if Reflector Mage instead of Thalia, Heretic Cathar?I'm developing a spreadsheet with RNG to simulate a very high number of 7 cards samples (aiming at 1000 hands, and I'll repeat the scenarios 10 times for very reliable statistics). Under the current protocole, this hand is a Mulligan, for the only reason it has no « Non-Image Two-drops ». It has 2 lands, including a rainbowland, and 3+ creatures, including 2+ that I can cast in the first 3 turns.
But I think my criterias for what's a Keep and what's a Mulligan are too stricts, because the number of Mulligans the program shows up is way too high. I thought the protocole was reasonable to have playable hands that can win a game, but it seems not and I tried to observe what kind of hands are being rejected. The above one appeared first, and I was immediately struck by it, unable to even look at another rejected sample.
After reading many articles about Mulligans, it seems pro players always assume they have very bad top decks when considering their starting hands. Can these cards win this particular matchup, considering I’m on the play/draw? If not they'll Mulligan.
Bad draws for this hand would be another land or a Vial (21 cards). I'm not sure if another Big Thalia is a bad draw, because a backup is probably not so bad. Even if Image can't copy Baby Thalia or Kytheon, they are probably fine draws because I can at least cast them and they'll do something. Another Hierarch or Image is bad but not disastrous, because they'll add more Exalted triggers to the battlefield. According to the Chapin's Equation, next top deck will be good 60% of the time (or 84% of 1+ good card in the next two).
This hand of 7 cards can cast Big Thalia on turn 2. On the play, this is a very strong disruption against most decks, tapping their lands and creatures. If not removed and I have bad top decks (land and Vial), she can attack for 7 on turn 3 (with the 2 other Hierarch, and Image copying a Hierarch), most probably unblocked because of her abilities. Opponent only has 2 untap steps to kill her before I win on turn 5.
If Big Thalia is removed, Hierarch can attack as a 3/4 on turn 3, and a 4/5 on turns 4+. That's not a very good clock, but it can still win a game attacking 5 times (plus a fetch for the last damage), even against Lantern Control (0/1 can attack under Bridge)... but not against Gurmag Angler, a fat Tarmogoyf/Shadow or Tasigur.
So this hand seems to be able to win a game on the play, even with bad top decks. I would probably have kept it on the play against most opponents. It's not as good on the draw, because Thalia's abilities are less relevant. But any non-bad top deck is an amazing top deck because of Image, so I would probably have kept this hand too on the draw.
If we know our matchup, then it's a bad hand against red sweepers because we have to overextend to win and Thalia can't delay the sweeper long enough unless opponent misses a land drop on turn 2 or 3. It's bad too against Wrath, Verdict and Damnation if we're on the draw. Against removal/discard-heavy decks, it's also probably a bad hand (no Thalia to attack or even play, and Hierarch is increasingly worse the less you have). Bad too against non-creatures and land-light Combo decks, like Storm.
I guess my final answer would be KEEP this hand most of the time, except against Storm or on the draw in certain matchups.
And if Ancient Ziggurat is Horizon Canopy instead? Canopy can still cast all the cards in my hand, with a tax on my life total. But it turns Kitesail Freebooter and Mantis Rider (and Kessig Malcontents, if you play it) into pretty bad draws (like many SB cards), downgrading good top decks from 60% to 45%. Is that reason enough to Mulligan, because we're at risk of being color-screwed (but not certain we'll be)? We can obviously try our luck with a Mulligan and draw better 6 cards, but these can also be worse...
And if Thalia, Heretic Cathar is Reflector Mage instead? Mage is less aggressive than Big Thalia, more reactive (thus better on the draw than the play). Its disruptive ability is conditional compared to her's, and not as generally useful, but its effect lingers for a full turn even if it's removed. Mage is also a potential target to copy with Image, which makes this card better in the right matchup. I think I'd Mulligan this hand more often than with Big Thalia, but I'm not sure...
TL/DR : Shame on you, it's well written.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
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and use TopDecked to manage your decks and collection on your Apple or Android device.
I would. Like I said, keep a one-lander with an Aetherland, being defined as a Cavern, Territories or Canopy.
Yes, but top deck a Hierarch, and you're still color screwed. We now have 4 more cards in the bad top deck pool, and good top decks are down from 26 to 22 (18 lands and 4 Vials). Lookup Chapin's Equation. These are not numbers we're looking for.
As said in the other post, I now think we should keep hands that can cast 2 creatures in the first 3 turns. Two lands and 2 two-drops should thus be kept. But I'd be a little nervous if the 3 other cards are all three-drops. These are at risk of being dead cards for long if we don't top deck a land. Top decking a Hierarch could help, but it's slow and fragile. Vial is a more resilient top deck, but slower than Hierarch. I wouldn't be happy to keep this hand, but Mulligan down to 6 to the same cards but one less three-drops would be worse. So I guess I would keep. You need the disruptive package in this matchup : Thalia, Freebooter and/or Meddling Mage. Post SB, Dire Fleet Daredevil is a nice response to Snapcaster, and Notion Thief screws Opt, Serum Vision, Cryptic Command, Electrolyze, Jace and Nahiri. Gaddock Teeg prevents Cryptic Command, Jace, Nahiri, Chandra and Through the Breach.
BTW, Notion Thief is not only good because it prevents opponent from drawing cards, but because it draws you cards too! And because it has Flash, it plays very well in the Control Matchups.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
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and use TopDecked to manage your decks and collection on your Apple or Android device.
The hand you proposed is a non-questionnable keep for me (in the dark), which means I should be careful not to keep after checking on the surface only. This hand loses so bad VS Affinity or Bogles for example, but we usually lose these MU G1. My thougt process is to let my average hands lose to bad G1 MUs and move on. It's a pretty decent hand VS Bridge decks though.
I would keep and not forget that the Canopy is a cantrip, it's an expendable resource that improves the odds. Obviously it's a risky hand but I strongly believe I'll lose with this hand because of the MU, not because of the topdecks. It's debatable.
I keep too. 3 Nobles is quite the clock along with any creature. Play the other Nobles on turn 2, that's fine. Those hands are very similar.
It depends on whether I had key cards to bring in. I tend to mulligan until I reach a SB card. especially for the fast MUs. But if I have not much to bring, for example VS Burn I could keep this hand. The Ref Mage one is better but Thalia is also nice, I can chump with Nobles to buy time and eventually copy my opp's creature and hope to stabilize. It needs some help to work out. This hand probably loses to a single Grim Lav or a couple Searing B's, but Mantis alone can be enough to race on the thread.
4 Noble Hierarch
2 Avacyn's Pilgrim
4 Kitesail Freebooter
4 Thalia's Lieutenant
4 Meddling Mage
3 Thalia, Guardian of Thraben
2 Phantasmal Image
4 Mantis Rider
3 Reflector Mage
2 Kessig Malcontents
4 Cavern of Souls
4 Unclaimed Territory
4 Horizon Canopy
2 Mana Confluence
2 Razorverge Thicket
2 Botanical Sanctum
1 Inspiring Vantage
1 Plains
2 Kataki, War's Wage
2 Anafenza, the Foremost
1 Mirran Crusader
1 Ethersworn Canonist
2 Kambal, Consul of Allocation
1 Dire Fleet Daredevil
1 Izzet Staticaster
1 Tireless Tracker
1 Vithian Renegades
1 War Priest of Thune
2 Auriok Champion
In a rush this morning, so I'll post a full report/explanation a little later. Main take away is that I feel like CoCo is a little better than Vial at this point in the meta. Or at least, for the meta I saw in Worcester.
GWSelvala and the Return to HumanityGW
UWDragonlord Ojutai, Control's Elder DragonUW
UBGTasigur, the God-Pharaoh's Gift to EDHUBG
UBRNicol Bolas and his Super
friendsPawnsUBRModern
UWUW Control/Midrange/Bad JundUW
WUBRGHumansWUBRG
BGMidrangeBG
Why do you think CoCo is better than Vial in this meta?
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
Use a hypergeometric calculator for your deckbuilding maths,
and use TopDecked to manage your decks and collection on your Apple or Android device.
4 Horizon Canopy
4 Cavern of Souls
4 Unclaimed Territory
3 Ancient Ziggurat
1 Mana Confluence
1 Reflecting Pool
1 Seachrome Coast
1 Plains
Creatures (37)
4 Noble Hierarch
4 Champion of the Parish
2 Kytheon, Hero of Akros
4 Thalia's Lieutenant
4 Kitesail Freebooter
4 Phantasmal Image
3 Thalia, Guardian of Thraben
3 Meddling Mage
3 Reflector Mage
4 Mantis Rider
2 Thalia, Heretic Cathar
4 Aether Vial
2 Gut Shot
2 Gaddock Teeg
2 Dire Fleet Daredevil
2 Vithian Renegades
2 Izzet Staticaster
2 Anafenza, the Foremost
1 Heron's Grace Champion
1 Hostage Taker
1 Notion Thief
2-1 vs Elves (on the draw) : I won game 1 with turn 2 RefMage and 2 Images copying RefMage soon after. We stared at each other for a very long time on game 2, but 2 Shaman of the Pack for 15+ damage total got me really hard. Game 3, he conceded when I played Izzet Staticaster on turn 3. (BTW, I also sided in 2 Gut Shot, hoping to kill mana dorks before they ramp and get too fat, but I never saw the card).
2-0 vs Dredge (on the draw) : I won game 1 to a one-lander. Game 2, he refilled his hand twice with Loam and followed next turn with Conflagrate for 7, discarding his hand completely. I was expecting this, and kept an Illusion in my hand to copy Lieutenant (with Vial). This saved 2 of the 3 targets of Conflagrate, and even though Freebooter died, giving back Lightning Axe to the opponent, he was tapped out then and couldn't cast it before another Freebooter on my turn took care of it, and I rolled over him.
2-0 vs 4/5c Bloodbraid Flames (on the play) : Same guy, same deck to which I've lost 0-2 last week. Mulliganed to 6*, kept a one lander with Vial, 2 Riders and 2 Reflector Mage. It was a very slow start, but I eventually reached 3 counters on Vial. RefMage took care of opposing Mantis Rider. Next turn, Big Thalia did the job of killing Haste and removing a blocker for a turn (Rider). RefMage #2 again bounced Rider in his hand, and I played my 3rd land to hit with another Rider. Some removals helped him a lot, killing Big Thalia before he played Mantis Rider, again (the same one I bounced twice). On the stack, another Big Thalia from Vial before he conceded.
Game 2, I sided out 2 Kytheon and 2 Vial, to add Hostage Taker, Heron's Grace Champion and 2 Anafenza (because she can resist Bolt and Helix). This game was quite long, because Kitchen Finks and Scavenging Ooze gained him some life. Opponent managed to kill the first Freeboter and Meddling Mage, but another pair (exiling Path to Exile and naming Tribal Flames) took care of his last Burn spells. Heron's Grace Champion and Phantasmal Image (copying HerPion) put me out of reach of lethal, and I grinded the rest in the air.
* About Mulligans:
I did a lot of research and data crunching last week, aiming to be better at recognizing Mulligan situations. I wanted to be better at making this decision, because it was very clear to me that last week's bad results were my own fault, of not taking Mulligans when I should have. To that end, I ran 10.000 simulations of completely random hands (thank you, Excel), and considered keepable hands those with 1 to 5 lands that could play 2+ creatures by turn 3 (considering Vial, but assuming Hierarch would never survive to tap for mana on turn 2). Results under this protocole :
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
Use a hypergeometric calculator for your deckbuilding maths,
and use TopDecked to manage your decks and collection on your Apple or Android device.
Dauntless Bodyguard
W
Creature — Human Knight
2/1
As Dauntless Bodyguard enters the battlefield, choose another creature you control.
Sacrifice Dauntless Bodyguard: The chosen creature gains indestructible until end of turn.
• Dauntless Bodyguard's first ability isn't a triggered ability and doesn't use the stack. Players can't respond to your choice of which creature it's protecting.
• If Dauntless Bodyguard enters the battlefield at the same time as another creature, that creature can't be chosen for its ability.
• If the chosen creature leaves the battlefield, you can't choose a new creature for Dauntless Bodyguard to protect. If you activate its last ability in this case, no creature gains indestructible.
-----
Check Dominaria´s Release notes, tons of humans, many are wizards tho but still some sweet new cards
This is REALLY good, I want to fit 4 in the deck.
WGUBR 5c Humans
GWR Naya Zoo
Legacy:
GW GW Maverick
R Goblins
Very good. An aggressive 1-drop that you won't be mad top decking in the later stage of the game. I'm not sure we'll be able to fit 4 in the main deck, but we should have at least 2 in the 75. Will help a lot against Jund.
Benalish Marshal
WWW
Creature — Human Knight
3/3
Other creatures you control get +1/+1.
Not sure we want another lord, but it's there to consider.
Edit...
———
Knight of Grace
1W
Creature — Human Knight
2/2
First strike
Hexproof from black (This creature can't be the target of black spells or abilities your opponents control.)
Knight of Grace gets +1/+0 as long as any player controls a black permanent.
———
Knight of Malice
1B
Creature — Human Knight
2/2
First strike
Hexproof from white (This creature can't be the target of white spells or abilities your opponents control.)
Knight of Malice gets +1/+0 as long as any player controls a white permanent.
———
Sideboard material?
———
Kwende, Pride of Femeref
3W
Legendary Creature — Human Knight
2/2
Double strike
Creatures you control with first strike have double strike.
———
Costs a lot, but some synergy with both Thalias and Daredevil.
———
Shanna, Sisay's Legacy
GW
Legendary Creature — Human Warrior
0/0
Shanna, Sisay's Legacy can't be the target of abilities your opponents control.
Shanna gets +1/+1 for each creature you control.
———
I don't think she's good enough to kick a card out of the deck, but she seems like a better top deck than a Champion in the late game.
There will certainly be more Humans in Dominaria. I can't wait to see all the spoilers!
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
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The Black Knight could find a home in the deck aswell as the counter doubling blue wizard.
The set look great thusfar looking forward to this one!
Modern: WUBRG Humans - GBW Traverse - GWU Knightfall - GRW Bushwhacker Zoo -
I like how we can turn into a full aggro deck with some of these cards if we want (and the meta forces us to do so). We bring back Mayor, use that 3 drop lord and let the disruptive humans for the sideboard. Don't know if that would be better, but it sure seems fun
WGUBR 5c Humans
GWR Naya Zoo
Legacy:
GW GW Maverick
R Goblins
I don't think she'll make the cut. Creatures with */* are easy to trick. You'll attack with her as a 3/3 into a 2/2, get blocked, and then some removals will change the math and she'll die.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
Use a hypergeometric calculator for your deckbuilding maths,
and use TopDecked to manage your decks and collection on your Apple or Android device.
Don't know if she makes the cut now.
The 1 mana 2/1 guy is a lot better than her
WGUBR 5c Humans
GWR Naya Zoo
Legacy:
GW GW Maverick
R Goblins