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  • 1

    posted a message on Modern Humans
    Ari Lax wrote a good Premium article about Modern matchups (including Humans) a few weeks ago on SCG. These Premium articles are unlocked after 14 days, so it's free to read now.

    Also, Cedric Phillips’ article provides interesting arguments between two different lines of play vs Green Tron : Hierarch + Rider for 4 on turn 2? Or Vial + Meddling Mage and Hierarch on turn 2? I guess this article can trigger a 10+ posts storm here about what's the right line of play... my 2 cents : I would aim for Meddling Mage on T2 to name Sylvan Scrying, hoping to disrupt their whole plan. I've always been in favor of making sure they can't assemble the combo lands. After all, naming any of their threats or sweepers in the blind is a hard to win lottery (name Karn, they'll play Ugin ; name Oblivion Stone and they’ll play Walking Ballista, etc.).
    Posted in: Aggro & Tempo
  • 1

    posted a message on Modern Humans
    Knight of New Alara is not good. We passed at Mayor of Avabruck, which is 2 mana and can take over a game by himself if flipped and unchecked. We’ll go back to Mayor before ever trying KNA.

    Odric checks for Freebooter, Thalia and Mantis Rider to do something relevant, and at 4 mana. He’s an extra Rider when it’s already on the battlefield, and that could be good. But is that enough to make it worthy of a slot? It is indeed a win-more card, but that is no different than Kessig Malcontents. I hate putting Vial on 4, but it could be fun playing Odric at instant speed with Thalia in play, and wiping opponent’s board. Add deathtouch and lifelink, and I’m in! :p

    A card that I think should make a comeback in the main deck is Thalia, Heretic Cathar. More first strike to face aggro is good, as is tapping their new creatures. Less blockers play into our aggressive plan, and denying haste is awesome. What’s more is she can slow down our current predators : Tron, KCI and CoCo. All of Tron’s lands will ETB tapped, and that’s a huge set back. Not only Wurmcoil Engine will be cast a turn later, it won’t even be able to block on that delayed turn! KCI needs 4 lands to starts its engine. Delay that for a turn, and we may get to win before they do. Same for CoCo, with extra bonus that instant speed creatures from CoCo or Chord can’t ambush our attackers, and that all their fetchlands are doubled punished (fetchland ETB tapped, and fetched land will also ETB tapped if they can’t get a basic).

    Add baby Thalia to the deal, and not only are we taxing KCI and CoCo to 5 mana, but also making sure they can’t do so on the 5th land drop! Same reasoning for Ugin and Karn : both will cost 8, but Tron won’t be able to tap for that much mana until turn 5 (instead of turn 3).

    Big Thalia can also be very annoying for Control. Tapped Snapcaster means one more attacker gets through. And their tapped lands delay Cryptic Command, their sweepers and PWs for a full turn, plus making chaining removals and Snapcaster impossible until turn 5.

    As much as I believe the crowd that Restoration Angel is good, I don’t think it can do that much good for us in these difficult matchups.

    Militia Bugler will be a strong contender to take Big Thalia’s spot. But can it do so much for us in these matchups? Card advantage is good as long as we haven’t lost already, and time to cast extra spells is a luxury we generally don’t have vs our predators.

    Greatest MTG article of all time :
    https://boardgamegeek.com/thread/370207/what-i-know-about-magic-gathering

    Humans sits on the Aggro side of the clock, a prey to Combo and Midrange. We thrived for as long as these weren’t too pushed in the metagame. BTW, sweepers are Midrange cards, so Jeskai Control really is Midrange (they play removals, not permissions). Tron is both Combo and Midrange.

    To fight Combo and Midrange, we have to play more Control cards (Combo and Midrange’s predator). Big Thalia’s disruption fits that role (akin to permission). Resto Angel and Malcontents don’t (they’re enhancing our aggressivity, but that’s not where we’re weak). Confidant and Bugler’s card advantage is only great for the long game. But do we want to even get there? It’s where our predators are at their best.

    TLDR : No to Odric and Knight of New Alara. No to Angel, Malcontents, Confidant and Bugler. Big Thalia is what we need in the current metagame, at least 2. And probably the 4th Baby Thalia (Illusion or RefMage down to 3?).
    Posted in: Aggro & Tempo
  • 1

    posted a message on Modern Humans
    Quote from zetabass »
    Hey, I just had a conversation about the deck with another local player that I respect who is playing it at the upcoming GP.
    He is very adamant about running with 18 lands... Seems wild to me as I know how often I'm having to mulligan for lands at 19.

    Anyone tried a league out with 18? Could the top decked gas percentage really worth the risk of having to mull to oblivion.
    FWIW he is cutting the 2nd SCC.
    18 lands feel very wrong to me. I've done some really serious maths over this, including Monte Carlo simulations of what are keepable hands, and what's not. First, you have to realise that Humans doesn't take mulligans very well. IT IS NOT THE TYPE OF DECK THAT YOU MULLIGAN AGGRESSIVELY WITH. In fact, you should avoid a mulligan with Humans, unless your hand is downright unplayable. By that I mean :
    • No land
    • One land, no Vial (or a non-castable Vial, because Ziggurat) and less than 2 castable one-drops with that single land (ex. : Seachrome Coast with two Hierarch is not good).
    • Two+ lands, and less than 2 creatures that are castable with these lands and that can be played in the first 3 turns. Ex. #1 : 3 lands with 4 three-drops is not very good, because you'll play only one creature per turn starting turn 3 and this is too slow for Modern's metagame. Ex. #2 : Two Canopy, 2 Freebooter and/or Meddling Mage, and 3 three-drops... you just can't cast a card AT ALL with this hand ; even if a Coast replaces a Canopy, only the Meddling Mage is playable, and the rest is probably dead cards for some time. This is a hand that can make you lose a game.
    With these requirements, only 75% of all 7-cards hands are keepable. This number is not very good, and Humans are prone to have bad starting hands (most of the time because of zero or one-landers). If you mulligan, only 40% of 6-cards hands are keepable (which is an insanely low number). Scry will help, and you shouldn't be picky on 6 cards, because the odds go downhill from there. Mulligan to 5 only if the 6 cards are REALLY bad. And never mulligan down to 4, even if you have no lands (or just lands) in your 5-cards hand. The odds of top decking what you need are better in that case than of having a keepable 4-cards:
    • With 5-cards, only lands ; creatures density is very high in the library : 90% chance of top decking a creature, because of Scry 1. And you're 75% likely to draw 2 creatures in the first two turns. Following that metric, a 6-cards hand that is 100% lands is probably better to keep and scry 1 than mulligan down to 5 (the above odds are only better, because there's one less land in what's left of the library).
    • With 5-cards, and no lands (and some one-drops) ; land density is very high in the library : You'll get a land on the top deck 58% of the time, thanks to Scry 1. You'll hit land #2 43% of the time in the first 3 turns (on the draw), also thanks to Scry 1. These odds are not great, but they're better than having keepable 4-cards. This is a game you're likely to lose anyway, so go with the better odds and keep.
    That being said, mulligan is not only bad because odds of keepable hands are increasingly low the less cards you have. But because with less cards come less synergy, something that Humans needs. Champion and Lieutenant are worse, Meddling won't be preceded by Freebooter, Rider won't be exalted by Hierarch, etc.

    Avoiding mulligan becomes primordial for Humans pilot. With odds so low of having keepable 7, and mulligan being so bad for us (because of synergy), it is suicidal, IMHO, to go below 19 lands. Keepable hands will be even more rare, and you don't want to reduce an already low number (some other decks have keepable 7-cards in the 90% range).

    Of course, you still have to mulligan about 25% of the time, so you should work to recognize the unkeepable hands. In my case, I never ever assume top deck will save my starting 7 (but I'll go with that assumption if I mulligan). These cards, by themselves, have to put two Humans in play by the end of turn 3, that's my law. If they can't achieve that, that's probably a mulligan. 4 Mantis Rider, 2 Lieutenant and one land is really bad, even if it's explosive if things go well. Five lands and 2 three-drops is probably bad too. One land, a Vial, and no one-drop is unkeepable IMHO (because the best you can do is play a two-drop from Vial on turn 3, and then you're at the mercy of having the right number of counters on Vial to play the rest). If that fits the definition of mulliganing aggressively, then so be it. In my opinion, it just means that I don't want to be relying on the top deck to have functional hand.

    If it can convince your friend : he'll crack Canopy far less often on 18 lands, because he won't have the extra mana to do so. So that makes Canopy a worse card, and you don't that. Finally, your friend should trust the whole Modern community who has tested the deck and universally beleive 19 lands is the right number.
    Posted in: Aggro & Tempo
  • 1

    posted a message on Modern Humans
    I've done my homeworks, and I'll admit right away that I was probably wrong believing Reflecting Pool was a suitable replacement for Seachrome Coast #2. Here are the cases where Pool is definitely worse than Coast :
    I've run about 300.000 simulations. Keepable hands need a minimum of 3 creatures, 2 of which that can be played in the first 3 turns with the ressources in opening hand (Vial, lands and considering their colored-mana production). All in all, about 1.85% of all hands are worse with Pool instead of Coast #2 (from totally not keepable to just plain worse). This means one game out of every 20 matches (2.5 games per match). We don't know if this would have been translated into a loss, however.

    I don't have the numbers, but I’m pretty sure the odds of needing Pool's color fixing or needing an untapped Pool on turn 4+ (instead of Coast) are not that great, except post-SB, in particular matchups where the cards that are fixed by Pool are needed. The odds of that happening are most probably extremely low compared to the above number.

    Case closed, IMHO... Unless we start running main deck 4-drops (like Whirler Rogue and Restoration Angel), in which case some extra maths will be required. We're not there yet, however.

    Quote from Pokken »
    Man, rec sage seems too slow and too awkward. We do have 8 green sources functionally plus hierarchs, but I'd almost rather just play a mix of war priests. As narrow as war priest is, it's a mana quicker which means it might be fast enough to stop a good bogles draw on turn 2. And it's a human.

    Devout Chaplain might be worth trying too as the matchups where we really need to kill an enchantment we'll normally able to keep a board but not close out (e.g. Bogles, Affinity, Worship decks, etc.).
    Unclaimed Territories and Cavern of Souls can name Elf, if we don't have Ziggurat, Canopy or Hierarch to cast Reclamation Sage. So it shouldn’t be too hard to cast it. In an environment with no serious enchantments to hate, Vithian Renegades was the right solution vs artifacts. Now that Boggles is back to Tier 1, Reclamation Sage is probably a better « one size fits all » solution to both Boggles and Lantern/Affinity.

    I'm wondering, however, if Ratchet Bomb wouldn't be a better choice. It can kill all tokens right away (if Mardu Pyromancer decks make a come back), and all 1-Mana Auras the turn after it's played (doing this most likely removes Daybreak Coronet too, because it becomes illegal). It doesn't deal well with Lantern/Affinity, and destroying all 1cmc non-land permanents will hurt us too... so we're probably back to Reclamation Sage being the best choice.

    @zetabass : No, Reclamation Sage wasn't discussed here, as far as I recall.

    Quote from massch »
    I played three Deputy of Acquittals at my FNM this friday.
    Hadn't draw it a lot, and could never make a big turn around with it. Never could made it a 2 for 1.
    One time I played a Noble Hierarch, Deputy of Acquittals my Noble Hierarch and played the Noble Hierarch back for the win by putting counters on the Champion of the Parish and Thalia's Lieutenant.
    It never feels like its a card you don't want.
    I hope I can do more tricks with it on my next FNM.
    What do you mean by : « Never could made it a 2 for 1 »? Is it that you didn't get to play it in response to a removal? Or because opponent worked around the bounce trigger? I'm glad that you felt it never was a card you didn't want.

    The trick with Deputy bouncing Hierarch to cast it again for extra triggers on Lieutenant and Champion has also been good for me last time I played the deck. Got to lethal with it.

    I guess there will be situations where not attacking with a 1/1 Lieutenant (played the turn before) and instead bounce it with Deputy to get more counters on all other Humans will be worth it. Same with Reflector Mage, or a Freebooter that fizzled.

    One trick that I expect to pull off vs Aggro is to bounce a blocking creature. Soaking damage this way while not losing a card and getting more triggers will probably be game winning in some matchups. Ex. : block Gurmag Angler with Reflector Mage, play Deputy of Acquittals to bounce RefMage, only to play it ASAP to bounce the 5/5 Delve (hopefully on a near empty graveyard). But watch out if attacking creature had Trample...

    Note that this trick will blank Lifelink, if it matters. It probably will be useful against Boggles, Vault Skirge, Wurmcoil Engine and the like, as they could have calculated that a big lifelink attack would protect them from dying next turn.

    An attacking Human blocked by a Kitchen Finks or a Lifelink creature can be bounced too. And in certain case, it's the only thing that will make attacking profitable. It can even be game winning!

    Quote from zetabass »
    I just had a thought that had never occurred to me before.... Anafenza shutting off Scooze... It's a wonder I don't lose every game of magic I play.
    One of the reason I prefer to go with 1 Anafenza the Foremost and 1 Grafdigger’s Cage in my SB, instead of 2 Cage. There are matchups where Anafenza is really useful. She dodges Lightning Bolt, Anger of the Gods and blanks Scavenging Ooze's ability against Jund, where Cage would never have been a card we would have wanted to side in. She also adds +1/+1 counters to other creatures, and this may help them too getting out of range of Bolt and Anger...

    Here's my updated list :
    Still testing Mangara. Could be Malcontents or Big Thalia in that spot (or Dark Confidant, if I decide to invest 100$ in that card).
    Posted in: Aggro & Tempo
  • 2

    posted a message on Grixis Midrange/Energy
    I didn't have much success playing Grixis Energy at Store Championship yesterday. I was more hyped on Modern lately, and started playing Standard just 2 days ago. I didn’t know the deck, forgot triggers, made mistakes, and had no experience of the format's metagame (I read articles, I had the knowledge, but not the experience). But I played against a guy who is probably one of the best player at our LGS, who’s on Grixis Energy too, and we talked a lot. That was very enlightening, and I just want to share a bit of his wisdom here...

    • Fatal Push is a better removal than Magma Spray. Too many creatures can survive 2 damage burn spells, and we don't want to exile too many future targets for The Scarab God's ability anyway. Chump blocking with a Thopter is a good way to trigger Revolt anyway, and this makes the case for full playset of Whirler Virtuoso.
    • Glint-Sleeve Siphoner on turn 2 is more important than a removal.
    • Supreme Will's primary use is to protect Siphoner from a removal of turn 3, as this will put us ahead very fast.
    • Glimmer of Genius is not only draw 2, but also 2 more energy to spend on Siphoner's ability (a 3rd card). Passing the turn with 4 lands untapped is also quite threatening, because of Vraska’s Contempt. That should change opponent’s intended play, and offer a window to cast Glimmer.
    • No rush to cast The Scarab God. It should be the last card you play, unless you have nothing useful to do otherwise. This because it is pointless to cast it on empty graveyards, and because you want opponent to spend their removals on anything else you cast before. Once Scarab Gob hits the field, we'll be too busy with our mana activating its ability to cast most of our cards anyway. Because of this, overloading on spells that cost 2 is very important, as they can be played on top of God's ability. And 4 cmc instants like Glimmer and Contempt are important too, because is you have God and pass the turn with 4 untapped lands and cards in your hand, the possibilities are endless. Thus, Liliana and Confiscation Oup are really not well positioned to help our strategy.
    • Torrential Gearhulk #2 is more important than Vraska's Contempt #4. It can cast a Contempt from the graveyard anyway, and it's body is not only a 4 turns clock, but can survive Glorybringer's fire and block other Gearhulks, Scarab God, Hazoret, Rhonas, 4/4 Zombies, etc.
    Posted in: Standard Archives
  • 1

    posted a message on Grixis Midrange/Energy
    I'm struggling with the manabase. I want to support BB and RR for Contempt/Chandra on T4, and UU for Coup/Gearhulk on T5/6. Ideally, this means 18 BR and 16/15 U ressources (for 90% odds of casting on curve). The best I've come up with is this :
    This manabase provides 21 B, 18 R and 16 U. There are 10 Swamp/Mountain for Dragonskull Summit, but only 8 Swamp/Island for Drowned Catacomb. This translates into 89% and 81% chances of playing one of these two check-land untapped on T4.

    Question is : Would it be better to add a Swamp and remove a Spirebluff Canal in order to have more basics to look at for my check-lands to ETB untapped? This at the cost of less reliable T4 Chandra, Torch of Defiance and T5 Confiscation Coup for color considerations? Or would they be more reliably cast on curve because check-lands are more likely to ETB untapped?

    I would have liked to squeeze in some Evolving Wilds to trigger Fatal Push's Revolt, but the opportunity cost of losing the Cycle Lands seems too great. To play the check-lands untapped, I would be forced to fetch a Swamp (which doesn’t fix my color needs). Or a Mountain to play Dragonskull Summit, combination of both doesn’t fix my U needs (same goes for Island and Drowned Catacomb vs R needs). In the end, either Fatal Push doesn't make the cut, or it does but with no real hope of triggering Revolt. Opinion?

    This is the list I will most probably register for the Store Championship (Gameday) :

    No River's Rebuke in the SB. It's a lot slower than Fiery Cannonade, so I'll rely on this small sweeper to keep Aggro and Tokens in check. Main deck Consign//Oblivion and Commit//Memory should help deal with resolved enchantments and artifacts, as well as anything Vraska's Contempt was designed for.
    Posted in: Standard Archives
  • 1

    posted a message on Modern Humans
    Quote from deaddrift »
    Quote from patbou »
    As a side note, I realized today that, when you cast Lieutenant and opponent has only one mana, and you hold priority while its ability is on the stack to activate Vial, if opponent lets Vial’s activation resolve and you drop a Thalia, there’s nothing opponent can do.
    Note you are not holding priority when you activate Vial after casting a Lieutenant. Instead, you respond to the Lieutenant's ETB trigger after it resolves.

    Right, that’s what I meant. But to make it clear, you don’t respond to the ETB ability, because that’s opponent’s privilege when you forfeit priority. Rather, you effectively have to say that you’re holding priority right after the ETB ability goes on the stack, and use that opportunity to activate Vial. If you ever ask opponent if they do something in response to the ETB ability of Lieutenant, it means you will have no choice but to let the ability resolves if opponent declares they do nothing (you don’t get priority back). Under tournament rules, it is assumed that you never hold priority unless you specifically say otherwise.

    Ex: You have a 2/2 Lieutenant, then cast another Lieutenant. Opponent has one Steam Vent untapped, and somehow decides he won’t Bolt 2/2 Lieutenant right now, but will let the spell resolves and do so while the ETB ability is on the stack. That’s when you keep priority to activate Vial and play Thalia, making it impossible for opponent to cast Bolt now. Based on a true story.

    Of course, that was probably the wrong way to play, both from my part and opponent’s. He could have cast Bolt while Lieutenant was on the stack, or while Vial’s activation was on the stack. And I should have either cast Thalia to force Bolt and « counter » it with Vial and Lieutenant #2, or activate Vial first and hope opponent won’t cast Bolt in the blind, then play Thalia from Vial and follow up by casting Lieutenant #2.
    Posted in: Aggro & Tempo
  • 1

    posted a message on Modern Humans
    Quote from deaddrift »
    Great play report!

    Do I understand that you cast Lieutenant, then respond to her ETB trigger by Vialing in Hierarch, and that way both creatures get +1/+1 counters? Does Lieutenant trigger on an empty board? I did not know about this interaction, seems pretty relevant.

    Didn't see the Miracle in-hand steal or block move either. Seems to me you've got a pretty firm grasp of the mechanics of this deck, my thanks for sharing your insight.


    It's as you say :
    • Cast Lieutenant. It resolves, then its triggered ability goes on the stack on an empty board. Hold priority*.
    • Activate Vial and put Hierarch (or any other Human) on the battlefield. This triggers Lieutenant's second ability.
    • The second trigger resolves first, and Lieutenant receives a counter.
    • Then the first trigger resolves, and Hierarch (or else) receives a counter.
    * About priority : It's really important that you don't ask your opponent if he wants to do something while Lieutenant's first ability is on the stack. If you do, it's assumed that you give priority to the opponent. If he does nothing, you can't activate Vial before the ability resolves.

    Because of the « hold priority » restriction, I think it's important you only do this trick while opponent is tapped out, empty handed, or otherwise you know he can't disrupt your play.

    Take note also that this trick works well with Humans with Flash, like Izzet Staticaster and Heron's Grace Champion. At any time, you can use Vial to put Lieutenant on the battlefield, and then use your mana to cast a Human at instant speed while Lieutenant's ETB ability is on the stack. Works well too with two Vials.

    I'm not 100% sure how to intercept a Miracle during the draw step. I'll ask the question in the appropriate forum, and come back with the answer.

    Posted in: Aggro & Tempo
  • 2

    posted a message on Modern Humans
    3-0 tonight at LGS (14 players), with this list :



    Mana Confluence is only there because Ancient Ziggurat #4 is still in the mail. I was happy with Reflecting Pool, and it didn’t failed me (yet). I didn’t dare play the full set of Meddling Mage, but that's only because I feel I don't know the format well enough to name the right cards with it. Four Thalia, Guardian of Thraben has always seemed to me quite ambitious, because of the legendary rule. I swapped these two for Kytheon, Hero of Akros, and one Reflector Mage for Thalia, Heretic Cathar. They don't serve the same purpose, but I felt big Thalia could somewhat do the job of removing blockers (just like Reflector Mage), with the upside of disrupting opponent’s tempo and be seriously good against Tokens (Lingering Souls and/or Young Pyromancer) and Bloodbraid Elf.

    I'm not sure if Kytheon was the right call, but I was happy with big Thalia.

    The first two matchups were against Eldrazi Hatebear. I won each 2-0. Kitesail Freebooter on T2 allowed me to cast well informed Meddling Mage on T3, 3 out of these 4 games. I learned that Restoration Angel and Eldrazi Displacer cannot prevent Phantasmal Image from copying anything, and opponent probably learned that copies would have died to Displacer, if only he tried to.

    I won the « final » vs UW Jace Miracles (my LGS always stops after 3 rounds, sadly ; there were enough players to warrant a 4th round).
    • Game 1, on the draw, I mulliganed to 6 because I had no 1-drop. Even then, my hand was very awkward : Vial, Hierarch and 4 lands. I top decked a Lieutenant, and played Vial on T1. T2 with Lieutenant and Hierarch from Vial (both with a counter). T3, I played another Hierarch and attacked with Lieutenant for 5. I then played cautiously, keeping Mantis Rider in my hand and repeatedly attacked for 5 until opponent conceded without top decking a Miracle.
    • I sided in 2 Gaddock Teeg, 1 Notion Thief and 1 Heron's Grace Champion (only because of Flash), and out 2 Kytheon and 2 Reflector Mage.
    • Game 2, I seriously flooded out, and suffered a Field of Ruin on Cavern of Souls + triple Path to Exile (and no more basic land to fetch). Supreme Verdict later, and I had left were 3 Vials. Celestial Colonnade and Entreat the Angels took care of the rest.
    • Game 3 was just perfect. I kept a hand with Coast, Vial, Champion, 2 Lieutenants and 2 Riders. After T1 Vial, and Champion EOT on T2, I luckily top decked a land on T3. Lieutenant got Remand, but I played it again with Vial, and attacked for 3. Detention Sphere removed Champion, and on my T4 I played Thalia, Guardian of Thraben (top decked) + Rider with Vial, and attacked for 6. He passed the turn with 4 untapped lands, and I top decked my 3rd land on T5. I figured opponent couldn’t do anything to prevent me from winning this turn (because of Thalia, even Cryptic Command wasn't possible), and I didn’t dare play cautious because Supreme Verdict could hit me next turn if he land dropped. So I played 2 more Riders (in case one got removed) and attacked for 16. Win! Smile
    What I haven't considered is that opponent had enough mana to cast Opt (for 2) and Miracle Terminus (for 2) to sweep my board at instant speed. It didn't happened, luckily. I could have attacked with what I had (for 8) to get him down to 2 life, take Supreme Verdict next turn, and follow up with the two Riders next turn.

    A few things about Miracles : while the Miracle trigger is on the stack, the card itself (Terminus, Entreat the Angels, etc.) is in opponent's hand. So with Vial set on 2, if opponent lets you resolve the ability, you can put Kitesail Freebooter, Meddling Mage or Gaddock Teeg and probably disrupt the spell.

    I didn’t get to play with Kytheon enough to have a firm opinion. I guess I’m just too careful with him around, and fear attacking with him if I don't have the mana to make him indestructible. Still learning the card within this deck... We'll see in a week or two if I keep Kytheon in the deck, or not.
    Posted in: Aggro & Tempo
  • 1

    posted a message on Modern Allies Vial Company (The Royal Flush Gang)
    I've done some maths with Noble Hierarch. It's a tricky card to add, because :
    A) it's not an Ally and will decrease the odds of reliable CoCo.
    B) it's an accelerator, and increases the odds of having enough mana to cast CoCo on 3 lands.
    C) it acts as Vial 5+, and increases the odds of keeping a one-lander (less mulligans).

    In the end, the best numbers are :
    2 Noble Hierarch
    19 Lands (remove 1 Encampment)
    28 Allies (Envoy, Freeblade, Druid, Blademaster, Battlesinger, Shapeshifter and Evangel)
    3 flex spots for other Allies
    8 instant speed package (Vial and CoCo)

    With this configuration (compared to 20 lands and 4 flex spots for Allies, no Hierarch), the odds of casting CoCo on turn 3 are increased from 33% to 42% (+27% chance). CoCo is a little bit less reliable if you want to hit 2 Allies (fizzle 8%, instead of 6.5% ; so +23% fizzle), but will hit 2 creatures more often (Hierarch is a creature). But because Hierarch acts a little bit like Vials 5-6 for acceleration purpose (explosion is our main win condition), and because it helps against Ensnaring Bridge and Blood Moon, I believe it is a good trade off.

    I hope to test this out tomorrow... Edit : forget that about tomorrow's testing. It's Valentine's Day! :p
    Posted in: Deck Creation (Modern)
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