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  • posted a message on Modern Humans
    http://www.starcitygames.com/article/36329_The-Shortlist-Diverse-Modern-Decks-With-Winning-Chances.html

    Looks like the Phantasmal Images tested pretty well! The Lotusbox crew concluded that out the Mayors for a playset made for a stronger redundancy package, as well as a way to tackle decks that go for bigger beaters (GBx, Reanimator decks, etc), in addition to acting as extra copies of our best creatures.
    Posted in: Aggro & Tempo
  • posted a message on Modern Humans
    Okay, 2 MB Harsh Mentor is the real deal. It, in conjunction with Grafdiggers Cage, not only hoses Counters Company hard, but also hits Lantern and Affinity enough for them to start seriously reconsidering their main attack plan. Perhaps my success in paper has also been due to my opponents not knowing how many things Harsh Mentor actually covers in its 2 damage clause, but so far it’s been doing work! I subbed out 2 Mayors for them, and so far haven’t missed them at all.
    Posted in: Aggro & Tempo
  • posted a message on Modern Humans
    Any thoughts on Ash Zealot? The passive effect hits dredge and any snapcaster decks hard, but even against non-graveyard decks it’s a pretty overbudgeted 2/2 First Strike Haste for 2.
    Posted in: Aggro & Tempo
  • posted a message on Modern Humans
    The current standard human all star [Rogue Refiner] might be better given it’s guarnateed cantrip and larger, aggressive body.
    Posted in: Aggro & Tempo
  • posted a message on Modern Humans
    I cut a copy of Meddling Mage and all the Mayors for them. It’s completely a meta call, I’ll probably add Mayors back in when going to a GP in the future
    Posted in: Aggro & Tempo
  • posted a message on Modern Humans
    I can echo your results empy, Grafdigger has been nothing less than an equalizer against Company and Jeskai decks. It’s the sideboard bullet that previous Humans Company decks needed but couldn’t run due to its symmetrical effect, and the vial version can play it free.

    On a side note, have you played around with Kambal yet? Theoretically it could help hedge against burn, storm, and even spell-based control decks. One spicy tech I’ve been mainboarding is 2 [Grand Abolisher] and 3 [Dark Confidant] in my control and Merfolk heavy LGS meta. Abolisher is at worst a bear that pumps your Lieutenants/Champs, and at best is a pseudo-Voice that turns off Counterspells and hinders Snapcaster + Cryptic decks.
    Posted in: Aggro & Tempo
  • posted a message on Modern Humans
    Awesome guide Empy, you really are a saint to this sub forum Smile

    What are your thoughts on Hostage Taker? My local meta is filled with attrition matches a la Jund and Jeskai Geist, and I feel like he’s a house in the lategame when both players are top decking.
    Posted in: Aggro & Tempo
  • posted a message on Modern Humans
    My list is pretty stock, but I’ve subbed out 2 Mayors for Grand Abolishers in the presence of so much instant speed interaction. Hostage Taker sounds interesting, what would you recommend I take out of the MB for it?
    Posted in: Aggro & Tempo
  • posted a message on Modern Humans
    Been absolutely loving the deck so far, I feel like there’s a fighting chance with every matchup, whether it be from game 1 or post-sideboard. I play in a Jeskai Queller and Eldrazi & Taxes heavy meta though, and I was wondering what everyone else’s experience and advice is for dealing with it. One tech I’ve been playing is 2 [Grand Abolisher], and its strangely been very disruptive. I feel like the psychological effect of restricting instants is more powerful against the opponent than the actual effect!
    Posted in: Aggro & Tempo
  • posted a message on Modern Humans
    http://modernnexus.com/humans-arrive-moderns-next-big-thing/

    Interesting analysis on the history and emergence of our beloved tribe as a viable modern deck!

    And @kingcars, EtB killers like Torpor Orb would kill both deck types haha, I don’t think there’s any way to swing it. Even with Path, you can’t use it on torpor orb, and you lose tempo with path if you use it on something like the Honor Guard. Also, your final statement also applies to the CoCo variant :p All in all, we’ll just have to concede that something like Torpor Orb would hurt both styles a ton.
    Posted in: Aggro & Tempo
  • posted a message on Modern Humans
    We’re really just arguing two sides of the same coin that is Humans tribal. I can see a similar argument going in Merfolk, in that if all Merfolk were green, they probably would’ve ran CoCo too in a more grindy decklist, but the vial option wouldnt lose any of its efficacy. I’m not saying CoCo is a bad card, nor am I trying to say Vial is the superior card. I’m simply saying that the argument of “CoCo is strictly better in almost every sense, Vial is fringe and inferior” doesn’t hold mettle.

    Like purklepuff mentioned, the footprint of CoCo is pretty steep, but that doesn’t necessarily mean that those footprints are bad ones. At the end of the day, someone who had bad draws with Vial might say that the build is inferior, and another with bad draws with CoCo might say that CoCo is inferior. Both builds have access to literally the same cards - Vial has advantages and drawbacks just as CoCo has advantages and drawbacks. There’s no point in trying to say one is better than the other simply because there IS no superior choice.
    Posted in: Aggro & Tempo
  • posted a message on Modern Humans
    CoCo in any deck, whether it be Humans, Vizier Company or Knightfall, suffers from the fact that it really need your deck to be built primarily from a suite of 3 drops. If you can get the dork to stick turn 1 AND you make both land drops, then sure the turn 3 CoCo feels amazing. But once again, the argument isn’t in whether or not CoCo is better than Vial or vice versa - it’s how you want your threats to be deployed. Vial enables a much faster threat deployment rate, and can let you play with cards in your hand to instant-speed disrupt your opponent. CoCo can do that too, but each cast is a gamble for the specific card you want. If you CoCo to look for a Kambal or Sin Collector and find 2 Thalia’s Lieutenants, that feels pretty awful.

    Sorcery speed “pump the team for alpha strike” CoCos also leave you wide open for a blowout if your opponent mains (or aided in) board wipes. The alternative for Vial is to have a mantis rider + big Thalia and hierarch attacking in for chunks of damage at a time while you can either a) hold a freebooter to Vial I’m on your opponent’s drawstep to take any board wipes/removal and gain information, or b) Hold a Thalia 1.0 to Vial I’m at instant speed if they choose to take out for a board wipe. Yes, CoCo can potentially have more threat density and late game value, but Vial gives you the options to gain tons of virtual advantage via having your board stick.

    Once again, CoCo is the endgame option, but for now Vial is the practical solution to being able to 1) race our opponents down, 2) pump our team out of chump trade range, and 3)disrupt our opponents enough to both hinder their plans and prevent them hindering ours.
    Posted in: Aggro & Tempo
  • posted a message on Modern Humans
    There were some games shown on screen where Collins actually had both vial and Hierarch in hand, but played Hierarch first to be able to turn 2 Mantis Rider (and I’d imagine Big Thalia works too) and swing for 4. What Vial on 1 allows is for turn 2 to be Vial to 1 -> tap for Champion of the Parish -> play Thalia 1.0 or other 2 drop. This immediately gets 2 potentially problematic bodies on the board and pressures the opponent very early.

    It goes to show that even Vial on turn 1 isn’t always the optimal play!
    Posted in: Aggro & Tempo
  • posted a message on Modern Humans
    You have my support! CoCo is one of my favorite cards in Magic, and I’d really like for a 5c build to work consistently! The only problem has just been how polarizing it is to balance both. If you run mana confluences and a bunch of fetches you risk having a bad burn/affinity matchup, and if you run more fastlands/nonpainful lands, you risk not having the right colors to hardcast your creatures and/or CoCo. The vial build went the complete opposite build, emphasizing the prospect of “what if we lost the explosiveness of CoCo, but had a completely painless manabase and vials for acceleration?”

    In the end though, both Vial and CoCo-based Humans decks allow for tons of interaction and non-linearity with instant speed tricks, and that’s probably why I personally find the archetype so much fun Smile
    Posted in: Aggro & Tempo
  • posted a message on Modern Humans
    @kingcars You make several solid arguments for the merits of Bant Black Company - it’s a deck archetype I enjoyed playing ever since the results from GP Birmingham. However, the problem with CoCo in Humans is that a lot of the threats you can pull from CoCo aren’t really impactful. Usually, I was getting something like a mana dork and maybe a Thalia or Lieutenant, but even with nut hits considered the overall expected value of each CoCo felt a little low to justify saving mana or tapping out for the card.

    The more I play with the Aether Vial variation both in paper and on modo (been consistently going 4-1 with a 5-0 and never going below 3-2), the more I’ve appreciated the intangible benefit of being able to hold cards in your hand to play at instant speed while also applying pressure by tapping out to cast aggressive threats like Mantis Rider and Lieutenants. I can’t stress how amazing the benefits are of being able to tap out for Mantis Rider for 3 (potentially 4+ with exalted) immediately, and follow it with a Freebooter or Little Thalia at instant speed on their draw step to disrupt any plans to remove or gain tempo. Collins even emphasized in his interview (and demonstrated in his play) how powerful Mantis Rider is in combination with disruption + lords.

    Topdecks with the vial build aren’t nearly as bad as you’re making it out to be. Sure, drawing a vial is pretty annoying in the lategame, but by the same axis drawing an Avacyn’s Pilgrim, Path or land with Bant Black against both Humans styles’ weaker matchup in UW and Jeskai control also feels pretty bad.

    I don’t want to discredit Bant Black, as it’s still a very powerful and resilient threat package. Still, the merits of potentially giving all your creatures flash and incredible pressure/defense from backswing with Mantis Rider is my reasoning for why the vial build is, from my experience, equally powerful. Both styles have their merits, and modern is a rewarding enough format that as long as you learn your deck strategies inside and out, you can succeed on any axis, be it vial or CoCo!
    Posted in: Aggro & Tempo
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