- patbou
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Member for 9 years, 7 months, and 24 days
Last active Fri, Oct, 6 2023 20:42:19
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genini2 posted a message on Multiple Annointed PeacekeepersEach Annointed Peacekeeper adds a tax separately so if you name Anger of the Gods twice then it should cost 5RR to cast Anger of the Gods. If the situation is as you described then it would be a bug, but without a screenshot or gamelog it's hard to see whether they had some other mana maker, cost reducer, or even if one of the Peacekeepers had been a misclick on the wrong thing.Posted in: Magic Rulings -
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Rezzahan posted a message on Questions about Adventure spellsPosted in: Magic RulingsQuote from patbou »PART ONE :
Say I have Secluded Courtyard in play, naming Human. Can I use it to produce colored mana for the purpose of casting an Adventure, if the creature's part is Human? For example, produce W to cast Usher to Safety, which is the Instant part of Shepherd of the Flock?
I've searched the rules, and found this : "Adventure spells only exist on the stack. In all other zones, the characteristics of an adventure are ignored; only the characteristics of the creature card apply."
This seems to mean that the card is considered a Human in my hand, and thus could tap Secluded Courtyard to cast it, whatever part of the card I wish to cast. But this seems to be contradicted by : "When casting an adventurer card as an Adventure, only the alternative characteristics are evaluated to see if it can be cast."
I guess I can't use Secluded Courtyard that way (or Unclaimed Territory, or Cavern of Souls), but I really want to make certain before I miss a precious interaction I'm not aware of.
The first thing you do whan casting a spell, is to put it on the stack. And as you said, on the stack, the adventure card only has the characteristics of the Adventure half (or the creature half if you are casting that one, of course). The Adventure is not a [creature type], so any such lands and cards with similar restrictions on using the mana they produce, cannot be used to pay for that spell.
PART TWO :
I play Hostage Taker to kidnap a Bonecrusher Giant. While in exile, can I cast the Adventure part of the spell? And if I do, will I be able to follow up by casting the creature part of the spell to put a 4/3 on the battlefield under my control? Will I have to pay the exact mana cost of 2R, or the Hostage Taker's ability still apply and I can pay with any mana? Does this change of zone (from the exile of Hostage Taker to the exile of the Adventure) means that my opponent retakes control of the card and I can't cast the creature, but my opponent can?
Yes, you can cast the Adventure or the creature while the card is still exiled by Hostage taker, and you can spend mana as any type for that spell. But once it leaves exile, which is does when you cast the card, it is no longer exiled by Hostage Taker. So when casting the Adventure first, you can spend mana freely regardless of type, and you have to pay the normal cost for the creature when you want to cast that one later, after it gets exiled again by the Adventure. Which yes, you can do, it may be your opponent's card, but you sent it on the Adventure, so you (and only you) get to cast the creature from it.
PART TWO-POINT-ONE :
Sub-question to the above : What happens if I use Hostage Taker to kidnap a flipped Reflection of Kiki-Jiki? I guess I can cast the saga, but what happens on stage III? Will it exile and come back as a creature under my control? Or under my opponent's control?
Yes, you can cast the saga. And read the card: it says to return it under your control. -
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Rezzahan posted a message on Can Niambi, Esteemed Speaker bounces another Niambi?The legend rule removes all but one of your Niambis before the ETB trigger can even make it to the stack, since the legend rule is a state based action, which are checked right after the Niambi spell resolves. You can't even target the one already on the field, since that is part of putting the trigger on the stack, if you choose to keep the new one that is. If you keep the old one, then the trigger can target it and return it to hand before your opponent's removal resolves, but you won't have the new one anymore.Posted in: Magic Rulings -
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Horseshoe_Hermit posted a message on Confused : Kalitas vs DennickDennick is unable die, due to its own ability.Posted in: Magic Rulings
Kalitas' difference from Dennick isn't that it is not "not a leaves the battlefield ability", but that it is an ability creating a replacement effect. Leaves-the-battlefield abilities are a class of triggered abilities. Kalitas gets to apply because it applies before it leaves the battlefield. Dennick does not because, as a triggered ability, it can only apply after the event - in which it leaves the battlefield, and doesn't apply for that reason. -
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peteroupc posted a message on End step twice?If Charming Prince's ability exiles a creature during an end step (e.g., after Charming Prince reentered the battlefield due to Extraction Specialist), that card will get to return to the battlefield "at the beginning of the next end step" after this one, whenever that is, even if that's another player's end step (C.R. 513.2, 603.7; see also C.R. 603.7b and 614.10a). See also:Posted in: Magic Rulings
- https://www.mtgsalvation.com/forums/magic-fundamentals/magic-rulings/800149-detection-tower-after-the-beginning-of-the-end
- https://www.mtgsalvation.com/forums/magic-fundamentals/magic-rulings/804811-lifeline-weatherseed-treefolk
- https://www.mtgsalvation.com/forums/magic-fundamentals/magic-rulings/815838-roon-and-charming-prince
Note that the beginning of a step or phase (such as "the next end step" or "your upkeep") is a single moment in time, at the point that that step or phase begins. That's when an ability that triggers "at the beginning of" that step or phase can trigger (C.R. 603.2b, 608.3).
See also:
- https://www.reddit.com/r/mtgrules/comments/uvcqip/poppet_stitcher_upkeep_trigger/
- https://www.mtgsalvation.com/forums/magic-fundamentals/magic-rulings/815559-cabal-therapist
- https://www.reddit.com/r/mtgrules/comments/6q5ry3/beginning_of_end_step_question/ -
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peteroupc posted a message on Confused : Kalitas vs DennickA creature that would die, but is exiled instead, doesn't go to the graveyard (C.R. 700.4, 614.6).Posted in: Magic Rulings
Notably, Dennick's second ability won't trigger if a creature is exiled, even if that creature would otherwise go to the graveyard.
If Dennick leaves the battlefield at the same time as one or more creature cards go to a graveyard, Dennick's second ability won't trigger. This is because it cares whether certain cards go to a graveyard "from anywhere", so it's not a leaves-the-battlefield ability (and not otherwise an exception to C.R. 603.10), so that it checks the state of the game after the event, and not before (C.R. 603.10, 603.10a, 603.6c). With respect to Kalitas, see also:
- https://www.mtgsalvation.com/forums/magic-fundamentals/magic-rulings/789423-anafenza-question -
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Rezzahan posted a message on Thalia vs ParhelionVigilance only matters when attackers are declared during the declare attackers turn based action. Any such attacker will not get tapped when declared as attacker. But for entering attacking it's irrelevant. As is entering tapped or untapped. Still attacking.Posted in: Magic Rulings -
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elconquistador1985 posted a message on BurnNo, I don't ever want to pay 4 mana for 3 damage and I don't ever want to pay 5 for 6 damage.Posted in: Aggro & Tempo -
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elconquistador1985 posted a message on BurnM20 Chandra might have been worth it if it said you cast without paying (probably would have played 2, honestly). I don't want to pay 4 mana to recur a bolt and then 5 total for 2 of them. You have to be flooding to even play it (need 4 lands in play), otherwise you pay 3 mana to roll it up and do nothing, hope it lives a turn, and then get some use out of it. Cool card, but not good enough.Posted in: Aggro & Tempo -
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headminerve posted a message on Modern HumansPosted in: Aggro & TempoBut between Thalia and Freebooter, I'm often confused which one to play first. Thalia is probably the right one, as her tax has more impact in the early game than later, and if she anyway attracts a removal, there's more chance Freebooter will properly resolve and/or stay on the battlefield for longer time. Opinions?
Depends on the MU really. And whether we're talking about a T2 or T3 play : sometimes you're on one land with a Vial and the 2-drop will etb on T3.
VS Ad Naus, they generate enough mana so Thalia could be useless, while FreeB played first could strip their wincon. Thalia would be better just before the turn they can go off, in order to screw their mana math, while FreeB gives intel and opens to a Med Mage against a card they may cast for the win later (sometimes it appears it's better to name Lotus Bloom rather than Ad Nauseam because they're really low on mana, for example).
VS Affinity, FreeB has the possibility to prevent Signal Pest from attacking and can take a Cranial Plating before it etb. Thalia is bad in the MU.
VS Living End, Thalia is priority because FreeB won't be able to stop multiple cascade spells.
And so on. The baseline in mdirange / control MUs is to play Thalia first, because she's legendary (a 2nd copy will be easier to play if the opp deals with the 1st one), she can screw opp's mana, she's a better beater, she's a removal magnet that protects following threats, etc...
do you favor an early or late Lieutenant? I mean, do you aim to make it a very big creature, or to spread counters on as many creatures as possible?
It has to be considered as a Champion of the Parish against midrange and control decks, for the most part. Also post-SB, against combo decks that bring removal spells in, you know the one card they're gonna target is your Med Mage for example, so it makes no sense to grow it while you won't even be able to attack through their blockers. Say you name Collected Company, you better play Lieutenant first and grow it. Your utility Humans will be removal magnets and indirectly protect your big fat Lieutenant. I saw pro players suboptimally slow roll their Lieutenant and waste counters all over the place.
It's the same decision you make when you cast Champion before Noble Hierarch. Those two plays are apparently the most difficult ones to make amongst the basics of the archetype, because I see players make the suboptimal play all the time.
Pumping a Med Mage, a Thalia, a FreeB, an Image, etc... each pump must make some sort of sense in the MU. It makes sense to slow Roll Lieutenant when you face creatures that will stall the ground, and where pumping a flyer will be important. But it may also be more important to slowly and painfully grow your Lieut to break a stalled ground at some point, because it's the only one creature that will be ever able to do it in the game.
what do you do if you top deck a Vial on turn 2? Say you kept a hand with a ton on two-drops... You delay your spell to cast Vial anyway? Or you just ignore it for now and you'll play it on turn 3+ along with a two-drops when you get to land #3 (or untap with Hierarch)?
Once again, MU dependant. Say you play VS Ponza, I believe you want your Vial high priority on T2 and ignore your 2-drops. VS Burn, don't you fear Eidolon of the Great Revel so Vial would be key not to take a million damage ?
Your questions are very interesting and there's no baseline to follow, it's always wrong to think a card has always priority over another one in this deck, it systematically depends on what you face. - To post a comment, please login or register a new account.
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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.).
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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!
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?).
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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.
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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.
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.
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!
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 :
4 Champion of the Parish
4 Noble Hierarch
2 Deputy of Acquittals
4 Kitesail Freebooter
4 Meddling Mage
3 Phantasmal Image
4 Thalia's Lieutenant
3 Thalia, Guardian of Thraben
1 Mangara of Corondor
4 Mantis Rider
4 Reflector Mage
4 Aether Vial
Lands (19)
4 Ancient Ziggurat
4 Cavern of Souls
4 Horizon Canopy
1 Plains
2 Seachrome Coast
4 Unclaimed Territory
2 Auriok Champion
2 Dire Fleet Daredevil
1 Gaddock Teeg
1 Anafenza, the Foremost
2 Izzet Staticaster
1 Mirran Crusader
2 Reclamation Sage
1 Xathrid Necromancer
2 Dismember
1 Grafdigger's Cage
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1
- 4 Aether Hub
- 4 Canyon Slough
- 4 Dragonskull Summit
- 4 Drowned Catacomb
- 4 Fetid Pools
- 4 Spirebluff Canal
- 2 Mountain
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) :
4 Aether Hub
4 Canyon Slough
4 Dragonskull Summit
4 Drowned Catacomb
4 Fetid Pools
4 Spirebluff Canal
2 Mountain
Creatures (16)
4 Glint-Sleeve Syphoner
4 Whirler Virtuoso
2 Champion of Wits
1 Gonti, Lord of Luxury
1 Hostage Taker
3 The Scarab God
1 Torrential Gearhulk
3 Magma Spray
4 Harnessed Lightning
1 Consign//Oblivion
2 Doomfall
3 Vraska's Contempt
1 Committ//Memory
2 Chandra, Torch of Defiance
1 Liliana, Death's Majesty
1 Confiscation Coup
2 Abrade
2 Arguel's Bloodfast
1 Confiscation Coup
3 Duress
2 Fiery Cannonade
1 Jace's Defeat
1 Liliana, Death's Majesty
2 Negate
1 Torrential Gearhulk
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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.
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It's as you say :
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.
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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
1 Kessig Malcontents
1 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
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).
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.
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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!