This is a big zoo deck which can put on a lot of early pressure for consistent turn 4-5 wins.
It excels against control decks and can generate a lot of resources if given time.
Other options that work well are Loxodon Smiter, Domri Rade, Elspeth, Knight-Errant, Tarmogoyf or Worship.
Affinity is an issue for this deck in game one, there are a lot of options in the side board to shut it down. Replace CoCo or Bloodbraid for the shatterstorms.
Burn in another issue but we can put a clock on them and Scavenging Ooze can gain a bit of life. If there was more burn in my area I would bring in Worship and maybe Lightning Helix or Deflecting Palm or Circle of Protection: Red.
Other midrange decks can be a coinflip, there are a few tools that help out here. Thalia is a major part since if she goes uncontested you are playing with more resources, faster and can put them into bolt range easily. I like to bring in the trackers since they give draw and can be a threat.
Against aggressive decks bring in the Paths and Anger of the Gods. Most of the early minions are big enough that they can block and not die. Along with a fair bit of removal you can get to the point where you can out race their draws.
Some weaknesses in this version is the lack of a way to deal with large flying threats. I had one Overgrown Tomb and Lingering Souls previously to deal with this. In the future I may go back to this but they have anti-synergy with CoCo and made it less reliable.