White: Aggro (Burn/DnT), Mid-Range (Mardu Pyro/Knightfall), Combo (Counters Company/Cheeri0s), Control (A Lot), Big Mana (Hmmm...)
Blue: Aggro (Fish/Blue Steel), Mid-Range (GDS), Combo (A Lot), Control (U/W/x Control/Faeries), Big Mana (MonoUTron)
Black: Aggro (Hollow One), Mid-Range (A Lot), Combo (Ad Naus), Control (8-Rack/Lantern), Big Mana (Mono-Black Devotion, I guess?)
Red: Aggro (A Lot), Mid-Range (Jund/Ponza), Combo (Storm/Saheeli Combo), Control (Red Prison Stuff), Big Mana (Valakut)
Green: Aggro (Stompy/Elves), Mid-Range (B/G Rock/Abzan), Combo (KCI/Kiki Chord), Control (Mono-Green Control), Big Mana (A Lot)
I tried to avoid using the same deck as an example more than once, but this honestly didn't take very long to come up with. It's mostly just off the top of my head. Every color has a general category they excel in, though Blue could fill both Combo and Control with "A Lot" and get away with it, while White obviously has the least overall diversity of the colors. Sorry if I missed anything, I just wanted to point out that there's not much Modern is actually missing right now.
No, there isn't, especially if you did to Tier 2. At that point no format is even close to offering the level of competitive diversity which Modern enjoys.
Once you get past the big 4 (Aggro, control, midrange, combo) everything else is just varying combinations/versions of that. Prison is permanent based control. Tempo is aggro control which is what humans is as well. So long as there is an at least tier 2 option for each of the big 4 I don't see there being a reason to ban or unban with the purpose of improving archetype diversity.
well we already know wizards cares about diversity within an archetype. besides the 4 macro archetype system clearly doesnt cover everything well. in fact id argue that more decks dont fit neatly into it than do.
diversity extends beyond some arbitrary label. play patterns, cards used, colors represented, card types, etc. how each of these stacks up against completely different decks, or similar strategies.
also there is a pretty big range for 'competitively viable' decks. which is not only not defined, but most people cant even agree on it when others try to.
The perfect meta where every single one of those categories is satisfied is impossible, though. I'd argue this is the closest we have ever been.
oh I agree, i just dont think its quite as simple as breaking it down into macro archetypes when looking at format diversity. we get into situations where people try to label decks, when a lot of decks can be presented in light that could be most anything if the goal is to put some check marks on some diversity quota.
for example i believe even you at one point (my apologies if it was someone else) rationalized humans as being a control deck.
if modern has anything, it has diversity in spades. wizards is clearly pushing that aspect to be a defining feature and selling point of the format, even if it might come with some downsides.
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Modern: UWGSnow-Bant Control BURGrixis Death's Shadow GWBCoCo Elves WCDeath and Taxes (sold)
if modern has anything, it has diversity in spades. wizards is clearly pushing that aspect to be a defining feature and selling point of the format, even if it might come with some downsides.
Lopsided, high variance gameplay is more desirable for them, and they are on record saying this (usually when they are banning cantrips and card draw).
if modern has anything, it has diversity in spades. wizards is clearly pushing that aspect to be a defining feature and selling point of the format, even if it might come with some downsides.
Lopsided, high variance gameplay is more desirable for them, and they are on record saying this (usually when they are banning cantrips and card draw).
Lopsided is definitely your own interpretation due to your disdain for some decks appearing. Card games, not just magic but every single card game, markets its competitive elements partially on chance. Luck is an equalizer. I can sit across from anyone and have a chance to win. That's why Grand Prix get 1-2K attendees from various levels of experience. That applies to pokemon, hearthstone, yugioh, poker, blackjack blah blah blah. In fact, luck keeps matches from being lopsided, because you can place your blue control deck opposite tron and sometimes win. Just as I play against it with burn and occasionally lose.
Variance is import for replay ability, I'm not sure anyone would argue against that.
Different people have different goals. If I use racing games as an example, there are people that love and play Mario Kart (super swingy, super high variance), there are people that love Assetto Corsa (hardcore racing sim, high skill outclasses low skill every time), and there are people that love blends between the two (Need for Speed games, Forza Horizon, etc). I feel for the most part, Magic exists somewhere between Need for Speed and Mario Kart (closer to NFS), which isn't necessarily a bad thing. I would prefer it lean more towards the Assetto Corsa direction instead, but understand that many more like it as is.
if modern has anything, it has diversity in spades. wizards is clearly pushing that aspect to be a defining feature and selling point of the format, even if it might come with some downsides.
Lopsided, high variance gameplay is more desirable for them, and they are on record saying this (usually when they are banning cantrips and card draw).
We already know Modern has identical variance as other formats per pro and SCG records. Or we know the best players overcome whatever variance there is, so it shouldn't affect gameplay. Either way, please stop repeating this myth unless you have new evidence to argue it.
EDIT: If you are arguing that Magic as a while is variable, I mostly agree. As long as we agree on format variance and its impact on games/matches.
I think we run into an issue there where if the answers exist and you always have access to them. The game ceases to be a game.
'technical execution' only goes so far in Magic and then what is 'skill'.
It's hard to say, beyond playing the odds and trying to force you opponents hand isn't it?
Case in point, I fired off a Seize, mid game against my opponent when they had 4 mana, and I had 3 left untapped. They negate, I snap Stubborn, he pays the one to counter my Seize, leaving him at one mana, I play a Death's Shadow.
'why did you stubborn that' so I knew I could get my shadow down, and I have a stubborn waiting for a potential path.
Is it skill to do that or is that just playing the game to force resources?
That shadow swung twice and is all I needed to win.
My opponent still found that to be the wrong play but it makes sense to me, to try and force out resources when once I get the DS on the table, my Stubborn's become amazing.
Long story short, what really is 'skill' in Modern?
I think we run into an issue there where if the answers exist and you always have access to them. The game ceases to be a game.
'technical execution' only goes so far in Magic and then what is 'skill'.
It's hard to say, beyond playing the odds and trying to force you opponents hand isn't it?
Case in point, I fired off a Seize, mid game against my opponent when they had 4 mana, and I had 3 left untapped. They negate, I snap Stubborn, he pays the one to counter my Seize, leaving him at one mana, I play a Death's Shadow.
'why did you stubborn that' so I knew I could get my shadow down, and I have a stubborn waiting for a potential path.
Is it skill to do that or is that just playing the game to force resources?
That shadow swung twice and is all I needed to win.
My opponent still found that to be the wrong play but it makes sense to me, to try and force out resources when once I get the DS on the table, my Stubborn's become amazing.
Long story short, what really is 'skill' in Modern?
skill is pretty abstract a concept, especially for magic. most of it ties into observation, memory, arithmetic, probability, game theory, decision theory, deduction, and resource management. outside of tracking information all of those breaks down as some higher order usage of math or logic.
above those you get some skills more specific to magic or similar games. such as role assessment, sequencing, card economy, and knowing your outs. yet again above that you get stuff that deals with the metagame including card and deck choice. with deck building being more of an offshoot of those.
then of course there are the more mechanical aspects of playing which deal with stuff like playing speed and reduction of errors (tapping lands incorrectly for example).
suffice it to say that there is a whole lot that goes into playing good magic.
also in short, yes what you did involved skill. on some level you were deducing hidden information, identified multiple decision points, weighed risks and rewards, thought steps ahead, and anticipated a response.
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Modern: UWGSnow-Bant Control BURGrixis Death's Shadow GWBCoCo Elves WCDeath and Taxes (sold)
If someone wants to get really skilled at MTG just play tempo for a while. You basically win by such small margins it really makes it important to weigh how to use the resources one draws into effectively.
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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!
well the real way to get skilled is to play multiple archetypes/decks. magic, being a state-based game, offers many different puzzles at the various snapshots. not everything will overlap. a combo player finding some convoluted path while going off is in a different mindset than a control player evaluating their responses based on what cards theyve seen and or used.
if you wanna learn the intricacies of combat math though, i think limited is probably the best training area.
on another note. it looks like the new guild mechanics were spoiled for Guilds of Ravnica. i believe its confirmed that it will be a mix of old and new. convoke was revealed for selesnya.
BorosMentor When a Creature with Mentor attacks another attacking creature with lesser power gets +1/+1 counter DimirSurveil Graveyard Scry, scrying but card goes to the graveyard. IzzetJump-Start cast an instant or sorcery from the graveyard but discard a card as part of the cost GolgariUndergrowth Bonus for number of creatures in your graveyard.
boros sounds pretty garbo. golgari maybe slightly better. dimir is boring, but probably innocuously really powerful. izzet could be busted as hell if its a flat rate of discarding 1 card (plus the regular mana cost of course).
3 mechanics that interact with the graveyard, which is kind of worrisome tbh. graveyards are already emphasized quite a bit in modern.
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Modern: UWGSnow-Bant Control BURGrixis Death's Shadow GWBCoCo Elves WCDeath and Taxes (sold)
I am most excited about Surveil. This mechanic could be extremely strong for Legacy and Modern. A surveil cantrip could be crazy. Jump-start looks like it could be good but Wizards will probably tone it back too much.
I am most excited about Surveil. This mechanic could be extremely strong for Legacy and Modern. A surveil cantrip could be crazy. Jump-start looks like it could be good but Wizards will probably tone it back too much.
Yeah I'm kind of surprised at Surveil, it has massive potential to break.
definitely the highest ceiling as an enabler for other interactions.
after thinking about it, jump-start looks less appealing. without having a separate cost like flashback, the extra 'value' has to be frontloaded into the spells regular mana cost; which would likely preclude it from being modern playable. like a 2 cmc (cost UR) negate with jump-start would never be plausible.
i like the idea of converting dead cards in hand into something though.
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Modern: UWGSnow-Bant Control BURGrixis Death's Shadow GWBCoCo Elves WCDeath and Taxes (sold)
Yeah...I dont have much faith in Jump-Start, its going to need to be pushed to be worth the loss of a card...
Actually no card is "lost". It just isn't card advantage as flashback was since JS transforms a card into another. Discarding a land or useless card for a spell won't be bad imho.
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Decks played: Modern:
0 Affinity;
URG Delver
URGW Countercats
(Here you can find some video contents about Countercats and Temur Delver decks)
Yeah...I dont have much faith in Jump-Start, its going to need to be pushed to be worth the loss of a card...
Actually no card is "lost". It just isn't card advantage as flashback was since JS transforms a card into another. Discarding a land or useless card for a spell won't be bad imho.
yeah the obstacle will getting something that is reasonably costed. i could easily see it working out to whatever spell effect + 1 mana (or more) to account for the value of the jump-start down the line. that alone would push most spells/effects outside the range of modern playability.
im hoping for something that gives other spells jump-start like snapcaster, or a persistent once-per-turn effect.
Jumpstart reads pretty powerful to me. 2 mana for lightning strike is fine for standard but too slow for modern...but think about something like:
UR instant to deal 3 damage to any target. Jumpstart.
I can just mill it or pitch it to other cards (thought scour and collective brutality come to mind). Now as the game progresses I have the ability to turn my worst card in hand into a bolt. I don't HAVE to waste resources on it, but I can. Essentially everything in my deck is now modal. That's if I don't cast it in the first place. In the interim I'm still just playing magic normally. I'm not even talking about the silly stuff like pitching a bloodghast or other recursive threats silliness here. Just normal tempo magic.
You can stick this on a UR negate or you can stick it on stronger higher cmc stuff...if it's close to reasonably costed then it could very well open up into 1-2 cards being role players for UR tempo decks in modern. I'd be surprised if we get many instants with it that aren't costed like garbage. It reads well to me and I can see the instants having creature restricted damage or the better stuff being sorcery speed (which could still be fine).
I do agree that given the community stigma around the dirmir mechanics in the past, we could very well see surveil pushed a bit. I expect something decent to pop up somewhere.
Convoke is never an exciting machanic for me. chord of calling and stoke the flames are great cards, don't get me wrong. They feel like the exception. Modern creature decks don't have the velocity to get a bunch of mileage from convoke before combo decks just go off.
Golgari mechanic seems like a standard role player. Maybe we will get something like grim flayer levels of strength but to give us more options for goyf.
Mentor could be fine if it has additional riders on it. Like whenever you mentor do X type triggers. Feels weak for modern because there are some heavy dudes that land very quickly in the format (goyf/TKS/etc.)
Given the history of truly awful, poor, overcosted, underwhelming UR spells, I'm going to guess that any UR Jump Start spell that makes it's way to Modern is going to be an accident, oversight, or massively pushed. There really seems like no middle ground. I predict and greatly expect it to be an accident if one makes it.
Well bear in mind we received some additional info regarding convoke. This time around, some convoke spells will offer additional benefit based on the number of creatures used to pay for its mana cost. In a deck like elves that already tries to flood the board, this could be an opening. Pay very close attention, anything on chord's power level could make elves a very good deck (token generator, pump a creature, recycle effect, card draw etc).
So...we have pretty good options all over the place in terms of control, midrange, disruptive aggro, linear aggro, spell combo, creature combo (i dunno what else to call hardened scale robots), ramp decks. At this point, any claims of underrepresentation are going a bit deeper, I'd argue too deep, when discussing the health of the format. You can clearly play jund, mardu pyromancer, or grixis shadow and find success, but you also need a green toolbox midrange deck? There's humans offering a synergistic, disruptive aggro deck, but really it would be better to have SFM because mono white D&T needs to be there? At some point, I think the reality is that some decks just will not translate well to modern from every other format.
Hell, we might even have some stability for a few more months!
this actually strikes me as odd since you seem to be arguing against the main metric for which we use to evaluate modern's health, that being deck diversity. creature toolbox decks have have been a part in modern before and have a following of players. its also worth mentioning that almost all the midrange decks in the format a base black thoughtsieze decks. a green toolbox deck would offer midrange players another truly distinct option. also sfm doesn't necessarily go in mono white d&t as the deck is built around a card that punishes search effects (leonin arbiter). most arguments on unbanning sfm are about how mild it on rate in the context of modern.
Well bear in mind we received some additional info regarding convoke. This time around, some convoke spells will offer additional benefit based on the number of creatures used to pay for its mana cost. In a deck like elves that already tries to flood the board, this could be an opening. Pay very close attention, anything on chord's power level could make elves a very good deck (token generator, pump a creature, recycle effect, card draw etc).
I'm not so hopeful on convoke given the best convoke cards outside of Chord of Calling (and omg reprint that please), was Return to the Ranks and Stoke the Flames. It would take a truly crazy convoke card that works well with existing modern strats to make it.
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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!
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White: Aggro (Burn/DnT), Mid-Range (Mardu Pyro/Knightfall), Combo (Counters Company/Cheeri0s), Control (A Lot), Big Mana (Hmmm...)
Blue: Aggro (Fish/Blue Steel), Mid-Range (GDS), Combo (A Lot), Control (U/W/x Control/Faeries), Big Mana (MonoUTron)
Black: Aggro (Hollow One), Mid-Range (A Lot), Combo (Ad Naus), Control (8-Rack/Lantern), Big Mana (Mono-Black Devotion, I guess?)
Red: Aggro (A Lot), Mid-Range (Jund/Ponza), Combo (Storm/Saheeli Combo), Control (Red Prison Stuff), Big Mana (Valakut)
Green: Aggro (Stompy/Elves), Mid-Range (B/G Rock/Abzan), Combo (KCI/Kiki Chord), Control (Mono-Green Control), Big Mana (A Lot)
I tried to avoid using the same deck as an example more than once, but this honestly didn't take very long to come up with. It's mostly just off the top of my head. Every color has a general category they excel in, though Blue could fill both Combo and Control with "A Lot" and get away with it, while White obviously has the least overall diversity of the colors. Sorry if I missed anything, I just wanted to point out that there's not much Modern is actually missing right now.
Spirits
oh I agree, i just dont think its quite as simple as breaking it down into macro archetypes when looking at format diversity. we get into situations where people try to label decks, when a lot of decks can be presented in light that could be most anything if the goal is to put some check marks on some diversity quota.
for example i believe even you at one point (my apologies if it was someone else) rationalized humans as being a control deck.
if modern has anything, it has diversity in spades. wizards is clearly pushing that aspect to be a defining feature and selling point of the format, even if it might come with some downsides.
UWGSnow-Bant Control
BURGrixis Death's Shadow
GWBCoCo Elves
WCDeath and Taxes(sold)Lopsided, high variance gameplay is more desirable for them, and they are on record saying this (usually when they are banning cantrips and card draw).
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
Lopsided is definitely your own interpretation due to your disdain for some decks appearing. Card games, not just magic but every single card game, markets its competitive elements partially on chance. Luck is an equalizer. I can sit across from anyone and have a chance to win. That's why Grand Prix get 1-2K attendees from various levels of experience. That applies to pokemon, hearthstone, yugioh, poker, blackjack blah blah blah. In fact, luck keeps matches from being lopsided, because you can place your blue control deck opposite tron and sometimes win. Just as I play against it with burn and occasionally lose.
Do we have Preordain, or Ponder. No. Do we have decks that are very lean and consistent? Yes.
Variance is import for replay ability, I'm not sure anyone would argue against that.
Spirits
Different people have different goals. If I use racing games as an example, there are people that love and play Mario Kart (super swingy, super high variance), there are people that love Assetto Corsa (hardcore racing sim, high skill outclasses low skill every time), and there are people that love blends between the two (Need for Speed games, Forza Horizon, etc). I feel for the most part, Magic exists somewhere between Need for Speed and Mario Kart (closer to NFS), which isn't necessarily a bad thing. I would prefer it lean more towards the Assetto Corsa direction instead, but understand that many more like it as is.
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
We already know Modern has identical variance as other formats per pro and SCG records. Or we know the best players overcome whatever variance there is, so it shouldn't affect gameplay. Either way, please stop repeating this myth unless you have new evidence to argue it.
EDIT: If you are arguing that Magic as a while is variable, I mostly agree. As long as we agree on format variance and its impact on games/matches.
'technical execution' only goes so far in Magic and then what is 'skill'.
It's hard to say, beyond playing the odds and trying to force you opponents hand isn't it?
Case in point, I fired off a Seize, mid game against my opponent when they had 4 mana, and I had 3 left untapped. They negate, I snap Stubborn, he pays the one to counter my Seize, leaving him at one mana, I play a Death's Shadow.
'why did you stubborn that' so I knew I could get my shadow down, and I have a stubborn waiting for a potential path.
Is it skill to do that or is that just playing the game to force resources?
That shadow swung twice and is all I needed to win.
My opponent still found that to be the wrong play but it makes sense to me, to try and force out resources when once I get the DS on the table, my Stubborn's become amazing.
Long story short, what really is 'skill' in Modern?
Spirits
skill is pretty abstract a concept, especially for magic. most of it ties into observation, memory, arithmetic, probability, game theory, decision theory, deduction, and resource management. outside of tracking information all of those breaks down as some higher order usage of math or logic.
above those you get some skills more specific to magic or similar games. such as role assessment, sequencing, card economy, and knowing your outs. yet again above that you get stuff that deals with the metagame including card and deck choice. with deck building being more of an offshoot of those.
then of course there are the more mechanical aspects of playing which deal with stuff like playing speed and reduction of errors (tapping lands incorrectly for example).
suffice it to say that there is a whole lot that goes into playing good magic.
also in short, yes what you did involved skill. on some level you were deducing hidden information, identified multiple decision points, weighed risks and rewards, thought steps ahead, and anticipated a response.
UWGSnow-Bant Control
BURGrixis Death's Shadow
GWBCoCo Elves
WCDeath and Taxes(sold)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!
if you wanna learn the intricacies of combat math though, i think limited is probably the best training area.
on another note. it looks like the new guild mechanics were spoiled for Guilds of Ravnica. i believe its confirmed that it will be a mix of old and new. convoke was revealed for selesnya.
Boros Mentor When a Creature with Mentor attacks another attacking creature with lesser power gets +1/+1 counter
Dimir Surveil Graveyard Scry, scrying but card goes to the graveyard.
Izzet Jump-Start cast an instant or sorcery from the graveyard but discard a card as part of the cost
Golgari Undergrowth Bonus for number of creatures in your graveyard.
boros sounds pretty garbo. golgari maybe slightly better. dimir is boring, but probably innocuously really powerful. izzet could be busted as hell if its a flat rate of discarding 1 card (plus the regular mana cost of course).
3 mechanics that interact with the graveyard, which is kind of worrisome tbh. graveyards are already emphasized quite a bit in modern.
UWGSnow-Bant Control
BURGrixis Death's Shadow
GWBCoCo Elves
WCDeath and Taxes(sold)Yeah I'm kind of surprised at Surveil, it has massive potential to break.
Spirits
after thinking about it, jump-start looks less appealing. without having a separate cost like flashback, the extra 'value' has to be frontloaded into the spells regular mana cost; which would likely preclude it from being modern playable. like a 2 cmc (cost UR) negate with jump-start would never be plausible.
i like the idea of converting dead cards in hand into something though.
UWGSnow-Bant Control
BURGrixis Death's Shadow
GWBCoCo Elves
WCDeath and Taxes(sold)Spirits
Edit: Pfft, nevermind. I wouldn't run any of the modern legal madness cards. Fiery Temper is probably the best one at a quick glance.
"Reveal a Dragon"
Actually no card is "lost". It just isn't card advantage as flashback was since JS transforms a card into another. Discarding a land or useless card for a spell won't be bad imho.
Modern:
yeah the obstacle will getting something that is reasonably costed. i could easily see it working out to whatever spell effect + 1 mana (or more) to account for the value of the jump-start down the line. that alone would push most spells/effects outside the range of modern playability.
im hoping for something that gives other spells jump-start like snapcaster, or a persistent once-per-turn effect.
it doesnt seem that farfetched. the color pie and the perks of multicolored cards?
as for the mechanics UB (surveil) might work to enable undergrowth and jump-start but not vice versa. wizards has to keep draft in mind after all.
UWGSnow-Bant Control
BURGrixis Death's Shadow
GWBCoCo Elves
WCDeath and Taxes(sold)UR instant to deal 3 damage to any target. Jumpstart.
I can just mill it or pitch it to other cards (thought scour and collective brutality come to mind). Now as the game progresses I have the ability to turn my worst card in hand into a bolt. I don't HAVE to waste resources on it, but I can. Essentially everything in my deck is now modal. That's if I don't cast it in the first place. In the interim I'm still just playing magic normally. I'm not even talking about the silly stuff like pitching a bloodghast or other recursive threats silliness here. Just normal tempo magic.
You can stick this on a UR negate or you can stick it on stronger higher cmc stuff...if it's close to reasonably costed then it could very well open up into 1-2 cards being role players for UR tempo decks in modern. I'd be surprised if we get many instants with it that aren't costed like garbage. It reads well to me and I can see the instants having creature restricted damage or the better stuff being sorcery speed (which could still be fine).
I do agree that given the community stigma around the dirmir mechanics in the past, we could very well see surveil pushed a bit. I expect something decent to pop up somewhere.
Convoke is never an exciting machanic for me. chord of calling and stoke the flames are great cards, don't get me wrong. They feel like the exception. Modern creature decks don't have the velocity to get a bunch of mileage from convoke before combo decks just go off.
Golgari mechanic seems like a standard role player. Maybe we will get something like grim flayer levels of strength but to give us more options for goyf.
Mentor could be fine if it has additional riders on it. Like whenever you mentor do X type triggers. Feels weak for modern because there are some heavy dudes that land very quickly in the format (goyf/TKS/etc.)
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
this actually strikes me as odd since you seem to be arguing against the main metric for which we use to evaluate modern's health, that being deck diversity. creature toolbox decks have have been a part in modern before and have a following of players. its also worth mentioning that almost all the midrange decks in the format a base black thoughtsieze decks. a green toolbox deck would offer midrange players another truly distinct option. also sfm doesn't necessarily go in mono white d&t as the deck is built around a card that punishes search effects (leonin arbiter). most arguments on unbanning sfm are about how mild it on rate in the context of modern.
I'm not so hopeful on convoke given the best convoke cards outside of Chord of Calling (and omg reprint that please), was Return to the Ranks and Stoke the Flames. It would take a truly crazy convoke card that works well with existing modern strats to make it.
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!