I dont get why wotc cant just do a special set that's only for modern like the way commander sets add cards to legacy and vinatages pool, that way its not broken to add cards like counter spell or Mother into modern without them having to go into standard.
Well, they already do a set for modern, just that so far they've only put reprints that were already in the format in it. I see no reason why they couldn't bring in cards from pre-8th edition that may be needed in the format and just declare that everything in a Modern Masters set is modern-legal. Similar to how they stopped making the core set reprints-only (from M10 I think?) and started mixing entirely new cards in in order to help standard.
You, sir, are on to something. Can we get this guy in a room with someone from Wizards? He has a great idea.
Jokes aside this is a good way to go, IMO. That said the argument against this is that it really may create a slippery slope type of situation where older "reprints" create new problems for a format where it would be tempting to just dig deeper for another onld card to answer this new problem, rather than creating a new card to put through standard to affect modern. At some point this can really dilute the format. At least, I think that's how the argument goes. Personally, I think that Wizards would just have to keep a tight grip on possible additions in this way and we'd be fine. But I play enchantress in modern, and am clearly not too bright. So take what I say with a grain of salt.
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No one spoke. There was no need. The threat of the Eldrazi presented a simple choice: lay down your arms and die for nothing, or hold them fast and die for something.
I wouldn't mind seeing something like Malicious Affliction and Curse of Shallow Graves made standard legal. Neither one is really overpowered on their own, though the later needs to be non-token creature as right now it's basically make a token and watch a new zombie appear each turn.
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1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Propaganda seems unlikely bordering on impossible, because nowadays it's considered a color pie break and standard is the pace where those are least likely to be found.
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Vorthos-y Johnny. All will be One
Modern - Cheeri0s (building), Belcher (building), Lantern (building), UW Control (building)
RIP Magic Duels. Wizards will regret what they did to you.
Every once in a while I pop in to shout Price of Progress. We still have no ample way to punish greedy decks,and there is almost no advantage or incentive to playing mono colour decks.
I'm also fairly certain that burn wouldn't become that much more powerful with PoP, mostly because of the introduction of Eidolon, and the prevalence of the Naya version, Burn would be taking way too much damage to reliably win off Price of Progress. Or I might be biased, because I've been playing mono red for thousands of years across every format.
I'd also like to second Counter Spell and Force of Will. If blue and permission becomes better, our banlist should theoretically become smaller, but blue has to be strengthened in a way that favours decks with less colours.
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They call me Hank Hill because I bring the pro-pain.
memory negated (or something along those lines im no english master) UU
instant (rare i guess)
counter target non creature spell, if the spell is countered this way, put it on top of its owner library.
i believe that UU wont make this card as abusable as remand and running it in a 3 colors deck might be complicated. ive been looking for a bether counter spell than mana leak and this is the idea that i came up with and the double blue would mark this card as a very control card...
what do you guys think? is it still too good for modern?
edit: typo
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english aint my first language
top 5 anime of all time (tv, not books because dragon ball would be first)
So i was talking with Anthony Lee (MTG Bent card), the guy that brought Copy cat to modern.
He was saying draw go can't exist because its missing counterspell and good card draw aaand verstile answers. Its just got nothing.
Isn't mana leak basically counterspell for turns 2-4 ? i.e that ones that matter and control isn't even close to good enough.
If counterspell is too strong for standard you could easily print "fatal counter", "UU counter a spell converted mana cost 2 or less. Revolt counter a spell" and its perfect for modern. Basically need a silumgar's scorn with a stipulation that is easy to achieve in modern and much harder in standard.. e.g revolt.
Draw go style control decks need to quickly stabilise then draw draw draw to drown the opponent in card advantage. A big issue is the lack of good card draw.
Anciestial visions is only good turn 1. thirst for knowleadge requires you be an artifact based deck (there are a few tier 3 control deck based of this)
And Painful truths doesn't really fit a draw go style control and costs life but its plenty of cards.
So I propose Fact or Fiction its 4 mana its huge amounts of value. WotC obviously likes the design even if they are scared to reprint it in its original form.
Control decks would still suffer from versitile answers. But as far as Draw go control goes Fact or fiction is better than ANY Jace.
Alternatively Acumulated knowleadge.. they printed take inventory it was bad (even in standard)... needs to be instant speed and it would still be balanced.
*edit* I can't spell sorry the card tags are useless
Isn't mana leak basically counterspell for turns 2-4 ? i.e that ones that matter and control isn't even close to good enough.
[/spoiler]Not really. Mana leak is fine for midrange and tempo decks that don't need to reach the long game, just slow the opponent down enough for your advantage tricks to win. Control's entire point is reaching the long game where some of their higher cmc resilient finishers win. _Because_ the format tends to be so fast, favoring the 1-4 mana range, that actually makes Mana Leak _worse_ for control, same with Remand, because by the time control is supposed to be getting stronger, the opponent just uses the extra mana they have that would otherwise be wasted by this point, causing the opponent to blitz through at what is supposed to be control's chance to finally try to do something. The card advantage and filtering in Modern for control isn't good enough for them to make sure they only have to use Mana Leak or Remand those early turns when they still matter. Both cards are great for Tempo and Midrange decks, or tempo-combo, which may be slightly slower than aggro, but are more flexible and reliable and better at fighting opposing combo decks. But those aren't actual control decks, since they don't actually want to go to the long game, and favor somewhat less reliable but higher densities of threats/finishers.
If counterspell is too strong for standard you could easily print "fatal counter", "UU counter a spell converted mana cost 2 or less. Revolt counter a spell" and its perfect for modern. Basically need a silumgar's scorn with a stipulation that is easy to achieve in modern and much harder in standard.. e.g revolt.
Such a thing could work, in theory, since it at least doesn't fall off against lower cmc stuff even when you don't trigger revolt, and I suspect even something like an 'abrupt counter' would work, that counters anything cmc 3 or less for UU, since while it can't target higher cmc threats like Tron stuff, it still hits lower cmc stuff that opponents hands are still full of late game without essentially 'falling off' like Mana Leak or Remand does, while still being able to be played early enough and cheap enough to be relevant, unlike 3 cmc counters when you are on the draw in a turn 4 rule format.[spoiler]
Draw go style control decks need to quickly stabilise then draw draw draw to drown the opponent in card advantage. A big issue is the lack of good card draw.
Anciestial visions is only good turn 1. thirst for knowleadge requires you be an artifact based deck (there are a few tier 3 control deck based of this)
And Painful truths doesn't really fit a draw go style control and costs life but its plenty of cards.
So I propose Fact or Fiction its 4 mana its huge amounts of value. WotC obviously likes the design even if they are scared to reprint it in its original form.
Control decks would still suffer from versitile answers. But as far as Draw go control goes Fact or fiction is better than ANY Jace.
Alternatively Acumulated knowleadge.. they printed take inventory it was bad (even in standard)... needs to be instant speed and it would still be balanced.
This is true, the card advantage in Modern is really ill-suited to draw go decks.
I think what the format needs when it comes to card advantage/filtering and would still be fair is something along the lines of:
Opt (digs at instant speed slightly for an answer, but not so deep as the banned Preordain, this means you can still hold up instant speed answer cards while waiting to play it if you need to, a key thing when you are on the draw in a very fast and aggressive format like Modern can be) Impulse (Anticipate just isn't quite good enough for Modern, it's close, but not quite there yet)
3 cmc thing that does not exist for mono-blue, but sorta exists even in Modern already for Esper, in the form of Esper Charm, basically, it needs to relatively reliably draw 2 in a control deck at instant speed.
4 cmc thing at instant speed, Fact or Fiction might work, but I don't like it personally for various, likely unjustified reasons, generally speaking, it needs to be instant speed no matter what, and it should probably offer at least 2 cards + better filtering than impulse, or straight up give you 3 cards.
Instant speed is generally essential for draw-go card advantage/filtering, because they need to be able to hold up answers.
The format could also use Force Spike, if only so that mana fixing options are easier for decks not motivated to run Mana Tithe for various reasons, especially if they do print opt, since it would play well alongside that. Force spike may appear at first glance to have the same problems as Mana Leak, there are reasons Mana Tithe generally isn't played, but I could still see it playing a role if the card advantage and filtering is good enough, especially against big-mana decks like Tron just as they start assembling things when they are trying to push out full cmc they can pull off stuff and don't have extra mana, and being 1 cmc helps make up for the opportunity costs involved in falling off as a control card and having that card fill up your hand and such better than Mana Leak does. It's probably more of a sideboard vs. tron or early game agression slowing only option though, so probably not a full playset main-board.
I'm not sure the finishers that control could best use are in the right cmc ranges for Modern draw-go control to become a thing easily, they either need better ones printed, on top of the above, or better stuff than the above printed in order to last long enough to use current stuff that is otherwise too high cmc for Modern and more appropriate to Standard power levels, like Ætherling or Sphinx of the Final Word.
Since you don´t have access to Cabal Therapy and Phyrexian Tower it´s not that busted plus almost all Decks in Modern play 1-3 Basics minimum. So you are not the only one who goes searching
ooh please no. This just feeds scapeshift decks even more.
The win conditions for draw go can basically be anything. They have exhausted the enemy. Man lands colonnade and Tar pit. I think 4 cmc walkers are good options those are fairly hard to kill (once you have control of the game) Nahiri, Jace AoT. The 3 cmc aren't that bad either, Saheeli Copy cat or even something like Ashiok taking the opponents cards. or just Drownyard them to death. thopter sword? particularly if fact or fiction was reprinted. Snapcaster beat down. the list goes on.
Basically its all on the card draw just not being good or fast enough to pull away with a game on card advantage alone.
and that the counterspells are too tempo early game focused to allow a longer game counter control deck to work.. they have to end the game before their counters stop working.
The win conditions for draw go can basically be anything. They have exhausted the enemy. Man lands colonnade and Tar pit. I think 4 cmc walkers are good options those are fairly hard to kill (once you have control of the game) Nahiri, Jace AoT. The 3 cmc aren't that bad either, Saheeli Copy cat or even something like Ashiok taking the opponents cards. or just Drownyard them to death. thopter sword? particularly if fact or fiction was reprinted. Snapcaster beat down. the list goes on.
Basically its all on the card draw just not being good or fast enough to pull away with a game on card advantage alone.
and that the counterspells are too tempo early game focused to allow a longer game counter control deck to work.. they have to end the game before their counters stop working.
I'm pretty sure combo decks would max out on Serum Visions and Sleight of Hand first before they consider Opt. They don't need the instant speed.
Fair Snapcaster Mage decks (especially Delver) would probably like a few copies.
As far as cantrips go, Opt seems to be the safest bet that can actually have a little impact on the format.
The win conditions for draw go can basically be anything. They have exhausted the enemy. Man lands colonnade and Tar pit. I think 4 cmc walkers are good options those are fairly hard to kill (once you have control of the game) Nahiri, Jace AoT. The 3 cmc aren't that bad either, Saheeli Copy cat or even something like Ashiok taking the opponents cards. or just Drownyard them to death. thopter sword? particularly if fact or fiction was reprinted. Snapcaster beat down. the list goes on.
Basically its all on the card draw just not being good or fast enough to pull away with a game on card advantage alone.
and that the counterspells are too tempo early game focused to allow a longer game counter control deck to work.. they have to end the game before their counters stop working.
I'll agree about Impulse or Preordain helping combo more, impulse just because of how deep it digs, and Preordain isn't even an instant, so it's not as helpful for control and much better for combo since it digs deeper, but Opt really isn't something combo decks would want in most cases, as noted by rayo, Serum Visions is going to help a combo deck more.
You also seem to be confusing tempo, tempo/combo, and midrange decks with control decks. Especially since some of the finishers you list are combo ones, like Nahiri, Saheeli copy cat, and thopter sword, and snapcaster beat down is a potential control finish, but more of a tempo one. Beating the opponent, as you describe, 'have to end the game before their counters stop working' isn't control, it's either tempo or midrange. The whole point of control is it never 'stops working', and actually gets stronger the longer the game goes on. Control's main weakness is supposed to be aggro running under it before it can establish the lock, or certain types of ramp decks that can run away with the extra mana control lets them build up. But control should generally be shutting down combo decks, including the tempo-combo ones you describe, because they rely on multiple pieces to assemble the combo, and often have unusable without the rest of the combo cards filling up their hands, as well as strong against the tempo decks you describe, because their answers generally are meant to protect their relatively fragile threats (like snapcaster), which a true control deck would have the threat density to answer despite that, and they are lighter on threats than an aggro deck.
FoF being potentially better in combo decks is one of the reasons I'm against it as well, and would prefer something more control oriented, that doesn't dig at all, and just draws 3 at instant speed, rather than lets you choose from stuff that is dug deeper (which will generally help combo more, since it cares more about specific cards).
I agree on Dig Through Time being out of bounds, it's way too powerful, largely due to delve, and due to the absolutely ridiculous amount it digs.
The win conditions on draw go can be quite diverse, you are correct in that, in fact, they should be, but they should be independent ones, not Nahiri, who needs even one additional card in the deck, not Saheeli copy cat who needs both cards to be played, nor thopter sword for the same reason. Ashiok, Jace AoT, Ajani Vengeant, Elspeth, Knight-Errant and various other things are fine though, although _not_ Liliana of the Veil, whose +1 ability makes her inherently a midrange or discard combo or discard aggro card, and makes her really ill suited for control, which doesn't want to give up their own cards that way even when cutting down on opponent cards, because they generally want to have more cards in hand, not just make both players have less. She's actually a major enemy for control decks who helps midrange fight control strategies effectively.
The reason I think Fact or fiction is not as strong in combo decks other than perhaps the combo control decks (like thopter sword or unburial rites) is that it is 4 mana. Creating interesting viable combo-control decks would be a good thing in my opinion anyway.
There does exist disallow if you wanted a counter that doesn't run out, it is just slow. Something like Absorb would be a nice reprint in a similar vain. I think they can print a counterspell like card that is fine in standard and amazing in modern that would be the right step towards creating it. I think the point is that counterspell alone doesn't actually solve the lack of draw go in modern issue. Without powerful instant speed card draw, preferably raw card draw, it would still suck.
Without powerful instant speed card draw, preferably raw card draw, it would still suck.
Or at least be very limited, since Modern does at least have the option of Esper Charm, which could work in some very restricted deck building plans, especially now that we have Fatal Push to help expand the efficient, instant speed answer suite. It wouldn't be a very adaptable control deck, so may be very vulnerable to certain metas, but it would be more able to be a modern viable deck that could really count as control, rather than a tempo or midrange deck that is just confusing people because it's using blue.
Has anyone mentioned Waterfront Bouncer yet? The discard outlet seems good in some cases, plus the ability to bounce dudes in such a creature heavy format would also be good. The downside is it's 1/1 body, and the prevalence of stuff like path/push.
A card I wouldn't mind seeing is Turnabout. That's probably one of my favorite blue cards ever printed and it's pretty nuts once you get used to how it works. Heck, I wouldn't mind seeing all the IDW promos reprinted even if some don't make it into modern. The artwork is sweet and Dak Faeden is just... well he's Dak freaking Faeden.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
in reality i'm not entirely sure how the modern format would stabilise after Mom got reprinted. Certain strategies (notably those with utility creatures that need to survive to enact a combo) would gain some traction. This isn't necessarily a bad thing, actually.
fair decks would use Mom to force through chunks of damage, block profitably and negate a removal spell. this also seems totally fine in the wider context of modern. after all, you're eating up a valuable card slot in your deck for a 1/1 that's a terrible topdeck. I guess Abzan Death's Shadow would play a couple of copies just to be a bit more resilient to removal, but that requires setup & would be fine.
overall I can't see a busted use for Mom, and the added utility would be a really nice feather in the cap of Modern as a format.
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Modern: G Tron, Vannifar, Jund, Druid/Vizier combo, Humans, Eldrazi Stompy (Serum Powder), Amulet, Grishoalbrand, Breach Titan, Turns, Eternal Command, As Foretold Living End, Elves, Cheerios, RUG Scapeshift
Mom is one of those cards that is gloriously fair but won't work due to design philosophy shift re: protection. A modern templated version that gave hexproof and indestructible (or even just indestructible) instead of protection from a color would be superb though. Even without the unblockable clause I think it'd see some play. Being able to defend against colorless critters and sweepers would be a fine compensation.
Since you don´t have access to Cabal Therapy and Phyrexian Tower it´s not that busted plus almost all Decks in Modern play 1-3 Basics minimum. So you are not the only one who goes searching
ooh please no. This just feeds scapeshift decks even more.
As much as I would love this, it is probably too good for modern. It is better than Sakura Tribe Elder at blocking, but worse in some situations wuen you can't kill it.
in reality i'm not entirely sure how the modern format would stabilise after Mom got reprinted. Certain strategies (notably those with utility creatures that need to survive to enact a combo) would gain some traction. This isn't necessarily a bad thing, actually.
fair decks would use Mom to force through chunks of damage, block profitably and negate a removal spell. this also seems totally fine in the wider context of modern. after all, you're eating up a valuable card slot in your deck for a 1/1 that's a terrible topdeck. I guess Abzan Death's Shadow would play a couple of copies just to be a bit more resilient to removal, but that requires setup & would be fine.
overall I can't see a busted use for Mom, and the added utility would be a really nice feather in the cap of Modern as a format.
I think Mom is more likely to annoy DS players than be used profitably by them. She might be totally fine in a format where you can't turn 1 Mom, turn 2 SFM. She immediately finds a home in Soul Sisters/Martyr decks and may be the boost those need to start actually winning consistently. Hatebears gets a lot better. She's likely a much better Spellskite for Abzan CoCo, though, which seems awkward. Making a giant Ooze unblockable seems unfun.
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You, sir, are on to something. Can we get this guy in a room with someone from Wizards? He has a great idea.
Jokes aside this is a good way to go, IMO. That said the argument against this is that it really may create a slippery slope type of situation where older "reprints" create new problems for a format where it would be tempting to just dig deeper for another onld card to answer this new problem, rather than creating a new card to put through standard to affect modern. At some point this can really dilute the format. At least, I think that's how the argument goes. Personally, I think that Wizards would just have to keep a tight grip on possible additions in this way and we'd be fine. But I play enchantress in modern, and am clearly not too bright. So take what I say with a grain of salt.
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1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
URW PillowFort Stasis (costruction)
modern:
U Taking Turns combo
pauper:
UB Servitor Control
xenob8 : you know you are going to have a bad time when opponent starts with snow covered island
Modern - Cheeri0s (building), Belcher (building), Lantern (building), UW Control (building)
RIP Magic Duels. Wizards will regret what they did to you.
I'm also fairly certain that burn wouldn't become that much more powerful with PoP, mostly because of the introduction of Eidolon, and the prevalence of the Naya version, Burn would be taking way too much damage to reliably win off Price of Progress. Or I might be biased, because I've been playing mono red for thousands of years across every format.
I'd also like to second Counter Spell and Force of Will. If blue and permission becomes better, our banlist should theoretically become smaller, but blue has to be strengthened in a way that favours decks with less colours.
so what about a mix of negate and memory lapse
something like this:
memory negated (or something along those lines im no english master) UU
instant (rare i guess)
counter target non creature spell, if the spell is countered this way, put it on top of its owner library.
id even accept the opposite, i mean essence scatter with memory lapse
i believe that UU wont make this card as abusable as remand and running it in a 3 colors deck might be complicated. ive been looking for a bether counter spell than mana leak and this is the idea that i came up with and the double blue would mark this card as a very control card...
what do you guys think? is it still too good for modern?
edit: typo
top 5 anime of all time (tv, not books because dragon ball would be first)
1. Sword art online 2. Fairy tail 3. Naruto(shipuden) 4. Bleach 5. Claymore
He was saying draw go can't exist because its missing counterspell and good card draw aaand verstile answers. Its just got nothing.
Isn't mana leak basically counterspell for turns 2-4 ? i.e that ones that matter and control isn't even close to good enough.
If counterspell is too strong for standard you could easily print "fatal counter", "UU counter a spell converted mana cost 2 or less. Revolt counter a spell" and its perfect for modern. Basically need a silumgar's scorn with a stipulation that is easy to achieve in modern and much harder in standard.. e.g revolt.
Draw go style control decks need to quickly stabilise then draw draw draw to drown the opponent in card advantage. A big issue is the lack of good card draw.
Anciestial visions is only good turn 1.
thirst for knowleadge requires you be an artifact based deck (there are a few tier 3 control deck based of this)
And Painful truths doesn't really fit a draw go style control and costs life but its plenty of cards.
So I propose Fact or Fiction its 4 mana its huge amounts of value. WotC obviously likes the design even if they are scared to reprint it in its original form.
Control decks would still suffer from versitile answers. But as far as Draw go control goes Fact or fiction is better than ANY Jace.
Alternatively Acumulated knowleadge.. they printed take inventory it was bad (even in standard)... needs to be instant speed and it would still be balanced.
*edit* I can't spell sorry the card tags are useless
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
This is true, the card advantage in Modern is really ill-suited to draw go decks.
I think what the format needs when it comes to card advantage/filtering and would still be fair is something along the lines of:
Opt (digs at instant speed slightly for an answer, but not so deep as the banned Preordain, this means you can still hold up instant speed answer cards while waiting to play it if you need to, a key thing when you are on the draw in a very fast and aggressive format like Modern can be)
Impulse (Anticipate just isn't quite good enough for Modern, it's close, but not quite there yet)
3 cmc thing that does not exist for mono-blue, but sorta exists even in Modern already for Esper, in the form of Esper Charm, basically, it needs to relatively reliably draw 2 in a control deck at instant speed.
4 cmc thing at instant speed, Fact or Fiction might work, but I don't like it personally for various, likely unjustified reasons, generally speaking, it needs to be instant speed no matter what, and it should probably offer at least 2 cards + better filtering than impulse, or straight up give you 3 cards.
Instant speed is generally essential for draw-go card advantage/filtering, because they need to be able to hold up answers.
The format could also use Force Spike, if only so that mana fixing options are easier for decks not motivated to run Mana Tithe for various reasons, especially if they do print opt, since it would play well alongside that. Force spike may appear at first glance to have the same problems as Mana Leak, there are reasons Mana Tithe generally isn't played, but I could still see it playing a role if the card advantage and filtering is good enough, especially against big-mana decks like Tron just as they start assembling things when they are trying to push out full cmc they can pull off stuff and don't have extra mana, and being 1 cmc helps make up for the opportunity costs involved in falling off as a control card and having that card fill up your hand and such better than Mana Leak does. It's probably more of a sideboard vs. tron or early game agression slowing only option though, so probably not a full playset main-board.
I'm not sure the finishers that control could best use are in the right cmc ranges for Modern draw-go control to become a thing easily, they either need better ones printed, on top of the above, or better stuff than the above printed in order to last long enough to use current stuff that is otherwise too high cmc for Modern and more appropriate to Standard power levels, like Ætherling or Sphinx of the Final Word.
ooh please no. This just feeds scapeshift decks even more.
The win conditions for draw go can basically be anything. They have exhausted the enemy. Man lands colonnade and Tar pit. I think 4 cmc walkers are good options those are fairly hard to kill (once you have control of the game) Nahiri, Jace AoT. The 3 cmc aren't that bad either, Saheeli Copy cat or even something like Ashiok taking the opponents cards. or just Drownyard them to death. thopter sword? particularly if fact or fiction was reprinted. Snapcaster beat down. the list goes on.
Basically its all on the card draw just not being good or fast enough to pull away with a game on card advantage alone.
and that the counterspells are too tempo early game focused to allow a longer game counter control deck to work.. they have to end the game before their counters stop working.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
I'm pretty sure combo decks would max out on Serum Visions and Sleight of Hand first before they consider Opt. They don't need the instant speed.
Fair Snapcaster Mage decks (especially Delver) would probably like a few copies.
As far as cantrips go, Opt seems to be the safest bet that can actually have a little impact on the format.
I'll agree about Impulse or Preordain helping combo more, impulse just because of how deep it digs, and Preordain isn't even an instant, so it's not as helpful for control and much better for combo since it digs deeper, but Opt really isn't something combo decks would want in most cases, as noted by rayo, Serum Visions is going to help a combo deck more.
You also seem to be confusing tempo, tempo/combo, and midrange decks with control decks. Especially since some of the finishers you list are combo ones, like Nahiri, Saheeli copy cat, and thopter sword, and snapcaster beat down is a potential control finish, but more of a tempo one. Beating the opponent, as you describe, 'have to end the game before their counters stop working' isn't control, it's either tempo or midrange. The whole point of control is it never 'stops working', and actually gets stronger the longer the game goes on. Control's main weakness is supposed to be aggro running under it before it can establish the lock, or certain types of ramp decks that can run away with the extra mana control lets them build up. But control should generally be shutting down combo decks, including the tempo-combo ones you describe, because they rely on multiple pieces to assemble the combo, and often have unusable without the rest of the combo cards filling up their hands, as well as strong against the tempo decks you describe, because their answers generally are meant to protect their relatively fragile threats (like snapcaster), which a true control deck would have the threat density to answer despite that, and they are lighter on threats than an aggro deck.
FoF being potentially better in combo decks is one of the reasons I'm against it as well, and would prefer something more control oriented, that doesn't dig at all, and just draws 3 at instant speed, rather than lets you choose from stuff that is dug deeper (which will generally help combo more, since it cares more about specific cards).
I agree on Dig Through Time being out of bounds, it's way too powerful, largely due to delve, and due to the absolutely ridiculous amount it digs.
The win conditions on draw go can be quite diverse, you are correct in that, in fact, they should be, but they should be independent ones, not Nahiri, who needs even one additional card in the deck, not Saheeli copy cat who needs both cards to be played, nor thopter sword for the same reason. Ashiok, Jace AoT, Ajani Vengeant, Elspeth, Knight-Errant and various other things are fine though, although _not_ Liliana of the Veil, whose +1 ability makes her inherently a midrange or discard combo or discard aggro card, and makes her really ill suited for control, which doesn't want to give up their own cards that way even when cutting down on opponent cards, because they generally want to have more cards in hand, not just make both players have less. She's actually a major enemy for control decks who helps midrange fight control strategies effectively.
The reason I think Fact or fiction is not as strong in combo decks other than perhaps the combo control decks (like thopter sword or unburial rites) is that it is 4 mana. Creating interesting viable combo-control decks would be a good thing in my opinion anyway.
There does exist disallow if you wanted a counter that doesn't run out, it is just slow. Something like Absorb would be a nice reprint in a similar vain. I think they can print a counterspell like card that is fine in standard and amazing in modern that would be the right step towards creating it. I think the point is that counterspell alone doesn't actually solve the lack of draw go in modern issue. Without powerful instant speed card draw, preferably raw card draw, it would still suck.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
Or at least be very limited, since Modern does at least have the option of Esper Charm, which could work in some very restricted deck building plans, especially now that we have Fatal Push to help expand the efficient, instant speed answer suite. It wouldn't be a very adaptable control deck, so may be very vulnerable to certain metas, but it would be more able to be a modern viable deck that could really count as control, rather than a tempo or midrange deck that is just confusing people because it's using blue.
BUWGRChilds PlayGRWUB
BUWGR Highlander GRWUB
UBSquee's Shapeshifting PetBU
BW Multiplayer Control WB
RG Changeling GR
UR Mana FlareRU
UMerfolkU
B MBMC B
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Mother of Runes!
in reality i'm not entirely sure how the modern format would stabilise after Mom got reprinted. Certain strategies (notably those with utility creatures that need to survive to enact a combo) would gain some traction. This isn't necessarily a bad thing, actually.
fair decks would use Mom to force through chunks of damage, block profitably and negate a removal spell. this also seems totally fine in the wider context of modern. after all, you're eating up a valuable card slot in your deck for a 1/1 that's a terrible topdeck. I guess Abzan Death's Shadow would play a couple of copies just to be a bit more resilient to removal, but that requires setup & would be fine.
overall I can't see a busted use for Mom, and the added utility would be a really nice feather in the cap of Modern as a format.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
RGTron
UGInfect
URStorm
WUBRAd Nauseam
BRGrishoalbrand
URGScapeshift
WBGAbzan Company
WUBRGAmulet Titan
BRGLiving End
WGBogles
As much as I would love this, it is probably too good for modern. It is better than Sakura Tribe Elder at blocking, but worse in some situations wuen you can't kill it.
Marath, Will of the Wild Tokens!! / Karrthus, Tyrant of Jund Dragons! / Muzzio, Visionary Architect / Brago, King Eternal / Daretti, Scrap Savant / Narset, Enlightened Master / Alesha, Who Smiles at Death / Bruna, Light of Alabaster / Marchesa, the Black Rose / Iroas, God of Victory / Freyalise, Llanowar's Fury / Omnath, Locus of rage / Titania, Protector of Argoth / Kozilek, the Great Distortion
Modern
Elves / Titanshift / Merfolk
I think Mom is more likely to annoy DS players than be used profitably by them. She might be totally fine in a format where you can't turn 1 Mom, turn 2 SFM. She immediately finds a home in Soul Sisters/Martyr decks and may be the boost those need to start actually winning consistently. Hatebears gets a lot better. She's likely a much better Spellskite for Abzan CoCo, though, which seems awkward. Making a giant Ooze unblockable seems unfun.