Do you like legacy charbelcher? Do you not have 3 kidneys to sell for LED's? If you answered yes to both of those questions, then come on down to modern and play 7 land belcher.
How the deck works: Since we don't have things like Land Grant in modern get to use 1 mana land fetches. The other major replacement is the fact that there's only one spirit guide so we have to play Chancellor of the Tangle. With that out of the way, we thin our deck and ramp with cheap creatures. Then by turn 5-6 we should be able to activate a goblin charbelcher with 0-2 lands left in the deck.
But Zac, my opponent has a turn 0 Leyline of Sanctity: Good for them. Our backup win con is beating in with creatures. Big dumb creatures. Ruric Thar, Thrun, and even our budget strictly worse Elvish Spirit Guide. And you don't even have to worry about drawing them, one of our crappy 1 mana land tutors actually is a Worldly Tutor in disguise. Traverse the Ulvenwald with active delirium searches up a creature finisher.
The sideboard is largely in flux. But blood moon is a great card that no one expects from the deck and a very good turn one play.
But Zac, why are you playing:
Sylvan Bounty- Yeah this one is bad. It's an instant which matters for delirium. Sometimes it's more efficient to use two mana to get one land vs two one drops getting two lands. It fogs against most decks. Helps the burn matchup. And can be used to remove Death's Shadows. Also when using it to land cycle, it doesn't trigger Ruric Thar. And it's uncounterable.
Recross the Paths- This is actually a ramp spell and yeah I know it costs 3 and not the super efficient 1. But this card is repeatable, and when you have no lands left in your library it actually stacks your deck and acts like a tutor.
Safewright Quest- Unlike your other 1 mana tutors. It can get get your Stomping Ground at any point.
Cool Interactions:
Caravan Vigil- With Sakura-Tribe Elder or Walking Ballista this spell actually becomes a 1 mana ramp spell. Instead of just a 1 mana get a basic out of your deck.
Wall of Roots- This card can be activated on your opponent's turn meaning if you have one of these out you can cast and activate Charbelcher on just 5 lands. Same goes. If you have 2 of them then it only takes 4 lands on the field.