Probably better than Sin Collector in Black / Rainbow builds? Has flying, and can come down on turn 2 (even without a dork) ahead of Anger of the Gods or Karn. Only temporary exiling, though. I might try running 3 in the SB.
Came here to post this.
Not sure whether it replaces Sin Collector or works in tandem with him (probably via a mix of main and sideboard slots), but either way this is looking like a pretty sweet addition!
Edit: After further thought, the choice between Freebooter and Collector isn't going to be an easy one. Freebooter is pretty bad against sweepers compared with Collector, for instance. Collector's CMC 3 isn't necessary slower with 6/8 mana dorks in most lists that run him, either--and his base power of 2 is relevant surprisingly often.
Its probably too early to tell but I think since Freebooter hits Planeswalkers, Artifacts and Enchantments also it can has a chance to be better then Sin Collector in some cases. And yeah Collector takes out the card more permanently.
+1. Sin Collector always seemed suspect in my eyes as a MD card, but that one will make the cut. It's a 1/2 FLYING in a Bant Black version that has otherwise absolutely nothing to block Affinity. That little guy improves so many MUs, including Burn, Infect, Delver, UW Control, Tron, Eldrazi... better than Sin Collector in any of these MUs, and it's very easy to demonstrate. Be thankful guys, it's unassumingly efficient in the archetype.
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I like having options so Collector or Freebooter is better then just having/being stuck/limited with one. Who knows how the meta will swing which may push both these cards to not being as useful. So far we've seen a good amount of Humans but nothing as potentially impactful/useful yet as the Unclaimed Territory.
Its a shame we can't ge a human version of Tidehollow Sculler. Kitesail Freebooter has such a terrible body I'd just prefer a straight up discard spell as it will be cheaper and won't give the card back. Sin Collector isn't amazing either but at least has 2-power and gets rid of the spell for good.
I think as others have pointed out it will boil down to how good being able to disrupt artifacts/enchantments/planeswalkers is over just instants and sorceries, and how important the temporary removal is versus exiling it (a definite difference versus Storm and Snapcaster Mage decks).
The actual creature is less easy to evaluate, 1/2 with flying for 2 mana versus a 2/1 for 3 mana. The evasion is definitely needed if you reasonably expect to attack with the Freebooter without your opponent getting their card back, which ties into a discussion I had with kingcars a while back on this forum about cards such as Reflector Mage and Sin Collector that have ETB effects - if they resolve, then you've gained your advantage, and you are left with a relevant creature type that is helpful to you, but is annoying for your opponent as removing it doesn't gain back the card from Sin Collector or let them instantly replay a bounced creature with Reflector Mage.
If there is lots of removal then cards like Freebooter seem worse, but they do then force your opponent to spend removal on an otherwise underpowered creature to get their card back, which may buy you enough time to get the win or grow your board out of Anger of the Gods range for example, but this again depends on whether your deck needs to remove instants and sorceries to win, or whether artifacts/enchantments/planeswalkers are worth the (potential) temporary nature of the disruption. First thoughts are that Tron is a matchup where the broader range of targets is helpful to grab O Stone, Planeswalkers and maybe an early Expedition Map.
As GRP17 said, it's good to have more choices rather than fewer!
Now in terms of tempo, a 2-mana guy that can be cast off a basic Forest on T2, saving 2 life from a ravland, stripping your opponent's hand one turn earlier on the draw, that's what I call a superior play against LE, Burn, Storm, etc...
You guys are comparing the vanilla stats of a 2-drop with a 3-drop, I think you missed the point... A 1/2 flying for 2 is better than a 2/1 for 3, no debate there. What it means is that you can cut your Collectors and play a better 3-drop instead ! Come on guys, don't you want to curve Freebooter with Mirran Crusader and have your G1 speedway to victory ? With Anafenza, the Foremost and Thalia's Lieutenant, don't worry, your flyer will become a Delver soon enough, while a Collector would still grow as big as an overcosted Tarmogoyf, and YET won't get through the current top grounders in the format...
The main test for this card is to figure out whether opponents will target that guy instead of the other faster clocks. Champ often eats Push, our 3-drops are the primary targets for spot removal then. Meddling Mage is also a maindeckable card...
Haha! Meddling Mage is quite hilarious alongside Freebooter (and Reflector Mage). Freebooter is most definitely a card worth testing since it fills a spot in the curve that the bant black deck desperately needed and may provide enough disruption to make up for its slower clock when compared to the bant red lists. It also provides evasion, which is something I was searching for in my previous testing of the bant black deck, as I have posted about on here. It's an exciting card, but it's not a for sure slam dunk. Too early to tell. I do think that the bant black deck will most certainly go in an almost hatebears-esque direction, using stuff like Freebooter, Meddling Mage, Reflector Mage and whichever Thalia(s) you want to run. Heck, maybe keep some number of Sin Collector in the 75 too. Also, with all of the good ETB effects, maybe Deputy of Acquittals could be fun. Yeah...terrible idea, but fun to think about.
The main issue is that Humans lists generally want to cast Collected Company either during 1st main phase or at the opponent's EOT, both of which are nombos with Raid.
A single lieutenant on turn 3 gets it out of Anger range, and a 4/3 is a pretty impressive clock as is. Additionally, the downside if it goes poorly isn't really quite as bad as I initially felt since Path to Exile and Anger of the Gods don't actually kill it, and most decks that do run kill remova mainboard like Burn, Traditional Black/Green Midrange and Death's Shadow typically end up being limited more by cards in hand than mana available due to how low to the ground they are.
It might not be good enough in the end, but it's probably worth consideration given that the standard for human 2 drops is a bit lower than other CMCs
With the printing of Kitesail Freebooter i'll be definetly trying an Abzan(U) list. I would even go as far as dropping blue alltogether and go full disruptive.
My current list allready has some black mainboard and a lot sideboard to the point I feel it's realy just a blue splash for Reflector Mage rather than Bant.
I wonder, has anyone ever tried a list without the ranp and exalted triggers of Noble Hierarch?
Hit both creatures off CoCo, chose an opponents card with Freebooter, choose Freebooter with Hunters ability, decide how to stack the triggers so that you permanently exile something from the opponents hand.... If the opponent gets rid of fiend hunter then they will lose another card out of their hand (albeit temporarily). Or, you attack/chump block with Hunter to get Freebooter back.
Might not be enough to work a deck up for it, but an interesting interaction
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I don't think that will work, as Freebooter's effect is just one ability while Fiend Hunter and Sculler are two separate triggers for the same reason that it doesn't work with Banisher Priest.
With the printing of Kitesail Freebooter i'll be definetly trying an Abzan(U) list. I would even go as far as dropping blue alltogether and go full disruptive.
My current list allready has some black mainboard and a lot sideboard to the point I feel it's realy just a blue splash for Reflector Mage rather than Bant.
I wonder, has anyone ever tried a list without the ranp and exalted triggers of Noble Hierarch?
It mainly is a blue splash for Reflector Mage and maybe some counter spells. However, I will reiterate that Mage is very important. All the disruption in the world isn't going to answer things on the board, which is where the deck can really struggle without a card like Mage. With that said, I really think there could be an awesome hatebears-esque Humans list using Reflector Mage, Kitesail Freebooter, Meddling Mage, Sin Collector, Thalia, Heretic Cathar etc. That is the build I'm going to be trying out when the set releases.
As for Noble Hierarch, it is one of the most important creatures in the deck for the reasons you mentioned. It provides value from several angles: Allows us to play ahead of curve (very important in Modern), provides color fixing, triggers Champ/Lieutenant, receives bonuses from our anthem effects, and can pump creatures with Exalted triggers. It is a 100% required card for any Collected Company build, in my opinion.
Does this deck make sense and is sufficiently aggressive? Does sideboard help address the weaknesses of this deck? It makes sense as a white weenie aggro Humans deck. When I played a similar list, your main weaknesses are board wipes/sweepers, running out of cards and pushing through the last 2/3 points of damage at the end of a match. Your sideboard will also depend on how common decks like Affinity and Dredge are for you, and whether you'll need the appropriate hate in Stony Silence and Rest in Peace.
Selfless Spirit helps with the first problem, I also think you should be running 4 Brave the Elements main deck, it lets you steal games by getting past blockers and protects your board at key times. Auriok Champion is similar to Kor Firewalker.
For card draw, you have standard all-star Thraben Inspector for games where you might have to go longer. I also ran a mono-white Human Soldiers build with Mentor of the Meek for card draw. Your only non-soldier cards are Student of Warfare and Gather the Townsfolk, and you can run things like Field Marshal, Precinct Captain, Mentor and Veteran Armorsmith in a soliders build.
As for reach to close out a game, there aren't great options in white compared to say Red's direct damage and haste. One option is evasion, so cards like Gryff's Boon for recursive flying evasion can help. Otherwise maybe something you can flash in end of turn like an Aven Mindcensor to steal the last few points.
As a side point, a copy of Eiganjo Castle is free in this deck, and can protect Kytheon and Thalia in the right situation
I've got also a few questions:
- Can I level up Student of Warfare the same turn it's casted on the battlefield if I have enough mana? Yes, but at sorcery speed (so you cannot do it in response to a removal spell for example)
- Does Gideon, Battle-Forged get +1/+1 from Honor of the Pure if he's a creature until end of turn? Yes, and if you make him a Human before you play a Thalia's Lieutenant, he will get a +1/+1 counter too
- Does Elspeth's first ability trigger Champ and Thalia's lieutenant ETB effect? I don't think so, but I prefer to make sure about it. No, the creature type on the token is Soldier, but it will get a buff from Honor of the Pure as it is white
- Do tokens from Gather the Townsfolk get +1/+1 from Metallic Mimic (as a human type) and Honor of the Pure? Yes and Yes
Storm Fleet Aerialist seems like a potentially playable version of Skyship Plunderer (which is not good imho).
Aerialist has no chance to make the cut. Raid is a very awkward mechanic with cards you want to boost precombat like Champ and Lieutenant. You also want to cast Coco pre-combat like 90% of the time. It's very difficult to imagine a design that would make Raid be worth it. It would probably have sthg to do with combat itself, like :
"return to the BF each creature that died this turn"
"untap each creature you control"
"draw a card for each creature that dealt damage to a player this turn"
and so on.
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Elspeth already gives flying, and Arbiter is bad here. Brave the Elements is your main evasion plan and it's already 4 cards in your deck, you don't want to dilute your creature count too much.
I think you should play your deck from now on, and get familiar with weaknesses and strengths of your cards. From your experience, you'll have answers to your questions we can't have because we don't play your list.
It's cool to build, yet better to play.
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Round 1 vs. Jeskai Queller. He Bolts my mana dork, but I get some pressure on the board. I flood out a bit, but get Reflector Mage twice on Spell Queller during this game. There's a turn where he declines to attack with Celestial Colonnade and I think he can't race me after that. In the next game, my first Sin Collector shows a hand of 4 land. I kept a 1 land, mana dork hand with double Sin Collector. I peeled 2 land. I end up getting a lot of gas and Collected Company into Meddling Mage and Avacyn's Pilgrim. I can name Anger of the Gods, 1 of which has been used, Supreme Verdict, which I haven't seen yet, Lightning Bolt, one of which has been used, or Snapcaster Mage, which I haven't seen this game. I name Snapcaster Mage and his next 2 draws are Snapcaster Mage and land. 2-0.
Round 2 vs. Jeskai "Control." In the first game, he mulled to 5 and only played 3 UR lands. He played double Electrolyze and Lightning Bolt, but I soon overwhelmed him with all the gas that I had. In the next game, I kept with Sin Collector, nabbing a Sphinx's Revelation since he has more lands in hand and in play. I left him with double Lightning Bolt and Collected Company into Meddling Mage, naming Lightning Bolt was enough to get game. I dodged a sweeper and swung for lethal. I should clarify that I think he's on Jeskai Control since I didn't see Queller or Geist. It looked more controllish. 2-0.
Round 3 vs. Abzan. This guy had been playing Abzan Traverse and doing solidly. I've only played this guy at X-0 before and beaten him all 5 times with Knightfall twice, Titanshift twice, and now Humans. He had the removal, triple Goyf, and I flooded out to barely get him to 2 life. Lingering Souls helped him linger around long enough, so he stabilized. In the next game, he stalled on 3 land, I played Rest in Peace, and had just enough plays to get there in time. He did play Fatal Push into Grim Flayer into Liliana of the Veil on my Mirran Crusader, but I had the gas after that. In the last game, I try Mirran Crusader again, noticing only 1 Black source. No Black source next turn, so no Lily. I get Thalia's Lieutenant to make him not die to Flaying Tendrils, which I've seen from him before. Then I flood the board with more creatures while he plays lands, 2 of which are Shambling Vents and Treetop Village, but still. Pure gas for me. I'm at 3 life when I win. He wasn't running Traverse anymore, but grave hate still is rough for him. 2-1.
Round 4 vs. Affinity. We ID since there are only 4 undefeated players. I am willing to take a chance for the Fatal Push. He wants to play for fun since he came to play. In the first game, I do Reflector Mage on Steel Overseer and get too much gas not to race a single Vault Skirge after that. The next game is silly. I get Reclamation Sage on my first Company, but then hit Reflector Mage and Thalia's Lieutenant on the next Company, then draw another Lieutenant to play 2 more (I had 1 in hand already) next turn. Then I play Mayor of Avabruck after a Ravager made a Vault Skirge a 7/7 to put me to 3 life and him to 14. I'm pretty sure I had at least 20 damage on board. NUTS draw! 0-0-3, but would have won.
I finish 3-0-1. The other guys split prizes and scooped to be 4-0 and 3-1. I ended up getting 2nd on breakers, getting the Fatal Push for my THIRD one so far! Yeaaaah good luck. Better to be lucky than good.
*Have you guys seen Todd Stevens' videos on "Abzan Humans." I don't really like the list too much, although admittedly I only watched 1 video so far.
Legacy - Sneak Show, BR Reanimator, Miracles, UW Stoneblade
Premodern - Trix, RecSur, Enchantress, Reanimator, Elves https://www.facebook.com/groups/PremodernUSA/ Modern - Neobrand, Hogaak Vine, Elves
Standard - Mono Red (6-2 and 5-3 in 2 McQ)
Draft - (I wish I had more time for limited...)
Commander - Norin the Wary, Grimgrin, Adun Oakenshield (taking forever to build) (dead format for me)
Hit both creatures off CoCo, chose an opponents card with Freebooter, choose Freebooter with Hunters ability, decide how to stack the triggers so that you permanently exile something from the opponents hand.... If the opponent gets rid of fiend hunter then they will lose another card out of their hand (albeit temporarily). Or, you attack/chump block with Hunter to get Freebooter back.
Might not be enough to work a deck up for it, but an interesting interaction
I don't think that will work, as Freebooter's effect is just one ability while Fiend Hunter and Sculler are two separate triggers for the same reason that it doesn't work with Banisher Priest.
Yeah it doesn't work and that's mostly the explanation, same reason we are not using fairground warden, the card is exiled for as long as the creature is in play. Anyway use Sin Collector, does most of the trick you need in modern.
Well, Warden isn't played in a Human deck cause it's not a Human, but it can be played over Hunter when a deck has no way to flicker creatures. Warden is then the same card as Hunter for an easier mana cost.
Overall, absolutely nothing for blackless humans in this set besides Unclaimed Territory, which is a solid addition. In black, there are some good cards that want to be tested. I could even consider 2x Hostage Takers along with 4x Cocos in a 8x dorks + 22 lands deck. Kitesail Freebooter then. That's pretty much it for me.
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Its probably too early to tell but I think since Freebooter hits Planeswalkers, Artifacts and Enchantments also it can has a chance to be better then Sin Collector in some cases. And yeah Collector takes out the card more permanently.
Though, to be fair, the bant black deck does have access to Skyship Plunderer as a way to block affinity .
Kitesail Freebooter has such a terrible body I'd just prefer a straight up discard spell as it will be cheaper and won't give the card back.
Sin Collector isn't amazing either but at least has 2-power and gets rid of the spell for good.
The actual creature is less easy to evaluate, 1/2 with flying for 2 mana versus a 2/1 for 3 mana. The evasion is definitely needed if you reasonably expect to attack with the Freebooter without your opponent getting their card back, which ties into a discussion I had with kingcars a while back on this forum about cards such as Reflector Mage and Sin Collector that have ETB effects - if they resolve, then you've gained your advantage, and you are left with a relevant creature type that is helpful to you, but is annoying for your opponent as removing it doesn't gain back the card from Sin Collector or let them instantly replay a bounced creature with Reflector Mage.
If there is lots of removal then cards like Freebooter seem worse, but they do then force your opponent to spend removal on an otherwise underpowered creature to get their card back, which may buy you enough time to get the win or grow your board out of Anger of the Gods range for example, but this again depends on whether your deck needs to remove instants and sorceries to win, or whether artifacts/enchantments/planeswalkers are worth the (potential) temporary nature of the disruption. First thoughts are that Tron is a matchup where the broader range of targets is helpful to grab O Stone, Planeswalkers and maybe an early Expedition Map.
As GRP17 said, it's good to have more choices rather than fewer!
For those who play Collective Brutality, they know what difference a real Duress effect makes...
Now in terms of tempo, a 2-mana guy that can be cast off a basic Forest on T2, saving 2 life from a ravland, stripping your opponent's hand one turn earlier on the draw, that's what I call a superior play against LE, Burn, Storm, etc...
You guys are comparing the vanilla stats of a 2-drop with a 3-drop, I think you missed the point... A 1/2 flying for 2 is better than a 2/1 for 3, no debate there. What it means is that you can cut your Collectors and play a better 3-drop instead ! Come on guys, don't you want to curve Freebooter with Mirran Crusader and have your G1 speedway to victory ? With Anafenza, the Foremost and Thalia's Lieutenant, don't worry, your flyer will become a Delver soon enough, while a Collector would still grow as big as an overcosted Tarmogoyf, and YET won't get through the current top grounders in the format...
The main test for this card is to figure out whether opponents will target that guy instead of the other faster clocks. Champ often eats Push, our 3-drops are the primary targets for spot removal then. Meddling Mage is also a maindeckable card...
The main issue is that Humans lists generally want to cast Collected Company either during 1st main phase or at the opponent's EOT, both of which are nombos with Raid.
A single lieutenant on turn 3 gets it out of Anger range, and a 4/3 is a pretty impressive clock as is. Additionally, the downside if it goes poorly isn't really quite as bad as I initially felt since Path to Exile and Anger of the Gods don't actually kill it, and most decks that do run kill remova mainboard like Burn, Traditional Black/Green Midrange and Death's Shadow typically end up being limited more by cards in hand than mana available due to how low to the ground they are.
It might not be good enough in the end, but it's probably worth consideration given that the standard for human 2 drops is a bit lower than other CMCs
My current list allready has some black mainboard and a lot sideboard to the point I feel it's realy just a blue splash for Reflector Mage rather than Bant.
I wonder, has anyone ever tried a list without the ranp and exalted triggers of Noble Hierarch?
Modern: WUBRG Humans - GBW Traverse - GWU Knightfall - GRW Bushwhacker Zoo -
Hit both creatures off CoCo, chose an opponents card with Freebooter, choose Freebooter with Hunters ability, decide how to stack the triggers so that you permanently exile something from the opponents hand.... If the opponent gets rid of fiend hunter then they will lose another card out of their hand (albeit temporarily). Or, you attack/chump block with Hunter to get Freebooter back.
Might not be enough to work a deck up for it, but an interesting interaction
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It mainly is a blue splash for Reflector Mage and maybe some counter spells. However, I will reiterate that Mage is very important. All the disruption in the world isn't going to answer things on the board, which is where the deck can really struggle without a card like Mage. With that said, I really think there could be an awesome hatebears-esque Humans list using Reflector Mage, Kitesail Freebooter, Meddling Mage, Sin Collector, Thalia, Heretic Cathar etc. That is the build I'm going to be trying out when the set releases.
As for Noble Hierarch, it is one of the most important creatures in the deck for the reasons you mentioned. It provides value from several angles: Allows us to play ahead of curve (very important in Modern), provides color fixing, triggers Champ/Lieutenant, receives bonuses from our anthem effects, and can pump creatures with Exalted triggers. It is a 100% required card for any Collected Company build, in my opinion.
Aerialist has no chance to make the cut. Raid is a very awkward mechanic with cards you want to boost precombat like Champ and Lieutenant. You also want to cast Coco pre-combat like 90% of the time. It's very difficult to imagine a design that would make Raid be worth it. It would probably have sthg to do with combat itself, like :
"return to the BF each creature that died this turn"
"untap each creature you control"
"draw a card for each creature that dealt damage to a player this turn"
and so on.
- 3 Boon
Elspeth already gives flying, and Arbiter is bad here. Brave the Elements is your main evasion plan and it's already 4 cards in your deck, you don't want to dilute your creature count too much.
I think you should play your deck from now on, and get familiar with weaknesses and strengths of your cards. From your experience, you'll have answers to your questions we can't have because we don't play your list.
It's cool to build, yet better to play.
Round 1 vs. Jeskai Queller. He Bolts my mana dork, but I get some pressure on the board. I flood out a bit, but get Reflector Mage twice on Spell Queller during this game. There's a turn where he declines to attack with Celestial Colonnade and I think he can't race me after that. In the next game, my first Sin Collector shows a hand of 4 land. I kept a 1 land, mana dork hand with double Sin Collector. I peeled 2 land. I end up getting a lot of gas and Collected Company into Meddling Mage and Avacyn's Pilgrim. I can name Anger of the Gods, 1 of which has been used, Supreme Verdict, which I haven't seen yet, Lightning Bolt, one of which has been used, or Snapcaster Mage, which I haven't seen this game. I name Snapcaster Mage and his next 2 draws are Snapcaster Mage and land. 2-0.
Round 2 vs. Jeskai "Control." In the first game, he mulled to 5 and only played 3 UR lands. He played double Electrolyze and Lightning Bolt, but I soon overwhelmed him with all the gas that I had. In the next game, I kept with Sin Collector, nabbing a Sphinx's Revelation since he has more lands in hand and in play. I left him with double Lightning Bolt and Collected Company into Meddling Mage, naming Lightning Bolt was enough to get game. I dodged a sweeper and swung for lethal. I should clarify that I think he's on Jeskai Control since I didn't see Queller or Geist. It looked more controllish. 2-0.
Round 3 vs. Abzan. This guy had been playing Abzan Traverse and doing solidly. I've only played this guy at X-0 before and beaten him all 5 times with Knightfall twice, Titanshift twice, and now Humans. He had the removal, triple Goyf, and I flooded out to barely get him to 2 life. Lingering Souls helped him linger around long enough, so he stabilized. In the next game, he stalled on 3 land, I played Rest in Peace, and had just enough plays to get there in time. He did play Fatal Push into Grim Flayer into Liliana of the Veil on my Mirran Crusader, but I had the gas after that. In the last game, I try Mirran Crusader again, noticing only 1 Black source. No Black source next turn, so no Lily. I get Thalia's Lieutenant to make him not die to Flaying Tendrils, which I've seen from him before. Then I flood the board with more creatures while he plays lands, 2 of which are Shambling Vents and Treetop Village, but still. Pure gas for me. I'm at 3 life when I win. He wasn't running Traverse anymore, but grave hate still is rough for him. 2-1.
Round 4 vs. Affinity. We ID since there are only 4 undefeated players. I am willing to take a chance for the Fatal Push. He wants to play for fun since he came to play. In the first game, I do Reflector Mage on Steel Overseer and get too much gas not to race a single Vault Skirge after that. The next game is silly. I get Reclamation Sage on my first Company, but then hit Reflector Mage and Thalia's Lieutenant on the next Company, then draw another Lieutenant to play 2 more (I had 1 in hand already) next turn. Then I play Mayor of Avabruck after a Ravager made a Vault Skirge a 7/7 to put me to 3 life and him to 14. I'm pretty sure I had at least 20 damage on board. NUTS draw! 0-0-3, but would have won.
I finish 3-0-1. The other guys split prizes and scooped to be 4-0 and 3-1. I ended up getting 2nd on breakers, getting the Fatal Push for my THIRD one so far! Yeaaaah good luck. Better to be lucky than good.
*Have you guys seen Todd Stevens' videos on "Abzan Humans." I don't really like the list too much, although admittedly I only watched 1 video so far.
Premodern - Trix, RecSur, Enchantress, Reanimator, Elves https://www.facebook.com/groups/PremodernUSA/
Modern - Neobrand, Hogaak Vine, Elves
Standard - Mono Red (6-2 and 5-3 in 2 McQ)
Draft - (I wish I had more time for limited...)
Commander -
Norin the Wary, Grimgrin, Adun Oakenshield (taking forever to build)(dead format for me)Yeah it doesn't work and that's mostly the explanation, same reason we are not using fairground warden, the card is exiled for as long as the creature is in play. Anyway use Sin Collector, does most of the trick you need in modern.
Overall, absolutely nothing for blackless humans in this set besides Unclaimed Territory, which is a solid addition. In black, there are some good cards that want to be tested. I could even consider 2x Hostage Takers along with 4x Cocos in a 8x dorks + 22 lands deck. Kitesail Freebooter then. That's pretty much it for me.