I made a version of this deck in standard that rotates out very soon, but I wanna keep playing the deck once I build it so this is a modified version for Modern that I'm gonna explain more than the standard deck. This deck probably can't do crap against real decks in Modern, but cut it some slack, the thing's not even a hundred bucks after all.
Our win condition is to take a whole bunch of turns by proliferating counters on the
Magistrate's Scepter
using
Flux Channeler
and a crap ton of draw spells, eventually decking ourselves out with
Jace, Wielder of Mysteries
in play.
Part 1: Draw Power
The draw power of this deck is simple, but I'll explain the points of them.
Ancestral Visions gives us more draw power later after we start taking turns, so we keep them in here as practical ancestral recalls.
Contentious Plan
isn't a very good card on its own. However, it adds another proliferation onto the chain, which could mean the difference between 3 and 4 counters on your scepter in some cases, which you want 4 so you can proliferate the remaining counter after tapping it.
Jace's Triumph
is a divination until you get the Jace win-con on board. Not great, but can come in handy.
Chemister's Insight
is recurring card draw, so that's rather nice.
Induced Amnesia
acts kinda like a one-sided windfall, while
Forgotten Creation
does it every upkeep.
Remand
Forces a re-cast of a spell early on, and draws a card. Nifty little card, it is.
Part 2: The other stuff
Since the draw power makes up most of the deck, I've decided to categorize the other stuff into the same place.
Flux Channeler
is a crazy proliferation engine card. Each noncreature spell in the deck (which means everything that isn't another copy of itself or
Forgotten Creation
) will proliferate once for each channeler in play.
Archmage Ascension
is rather dumb in this deck. Very quickly, all of your draws turn from "grab the top card of your library" to "Grab any card from your library."
Magistrate's Scepter
is a basic card, however very powerful with proliferation. When you proliferate super hard like this deck can, you start to take turns close to infinitely thus shutting your opponent out of the game until you inevitably win.
Jace, Wielder of Mysteries
acts as a win condition for the deck. Obviously, we're decking ourselves out, and the neg 8 of this Jace works very well with that, especially since we're already proliferating so it's not unlikely that Jace is able to ult the same turn we drop him into play.
Updates
Update 1:
Ancestral Vision
replaced with
Serum Visions
for some testing, moved the ancestral vision to the maybeboard alongside the now occupying
Opt
and
Visions of Beyond
. The visions is probably less viable than the other two draw-1 and other thing effects, and Ancestral Vision is probably the worst out of the three due to the 4-turn delay, but they're all probably viable or something like that.
Update 2: Updated the list by replacing
Chemister's Insight
with
Archmage's Charm
, fills a similar role but is more versatile and has a lower converted mana cost.
Update 3: Subbed
Opt
in place of
Serum Visions
for testing. Added
Sleight of Hand
to the maybeboard as another option for the 1-drop slot.
Update 4: Subbed
Sleight of Hand
in place of
Opt
for testing.
Opt
moved back to maybeboard.
Update 5:
Serum Visions
instead of
Jace's Triumph
cause bad card
Update 6:
Tezzeret's Gambit
instead of
Contentious Plan
because draw 2 instead of 1, although only testing will see if the 2 life ends up becoming an issue.
Update 7:
Coretapper
instead of
Archmage Ascension
, since Coretapper accelerates my game plan instead of only making the combo go harder.