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7 land Belcher (Modern)

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Yet another Belcher list!

The game plan is straight forward: search for our 7 lands, and put them into play.
By turn 4~5, it should be possible to cast [[Goblin Charbelcher]] and activate for 40+ damage.

But how do we get there, oh Master Belcher?
Glad you asked!

Opening hand:
We have 7 lands plus 4 [[Chancellor of the Tangle]]. Math tells us that there are .78 chances of getting at least one of them.
Mulligan for at least one green mana source!

Ideally, our opening hand includes either a [[Goblin Charbelcher]], or [[Recross the Paths]].
It is possible to find them thru the game tho (by turn five chances are .81), but I would hesitate to keep 7 cards without win-cons.

Ramping up:

Tutoring:
[[Ancient Stirrings]] can find a land, a Belcher, or another artifact.
[[Recross the Paths]] helps us advance the lands-in-play plan, but has a second more important role: sorts the library when there are no lands.
To win the clash and get the card back, just put Chancellor first and Belcher second.

Post-board and backup:
We have [[Wurmcoil Engine]] in case our opponent is smart enough to deal with Belcher on game one.

Game two, we have a secondary line of action: get a lot of wasps with [[Hornet Queen]] and pump them with Flourish!
That plains was not so random after all, eh? :)
This is an interesting change of strategy and requires a different set of answers --> hitting (stinging) the opponent off-guard.

List of things I am thinking about:

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This deck appears to be legal in Modern.

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