Sheltering SpiritWU
Creature-Spirit
Flash, Flying
When ~ enters the battlefield, you or target creature you control becomes Hexproof until end of turn.
1/1
Mind Rot Wizard2UB
Legendary Creature-Zombie Wizard
~ enters the battlefield with 3 lore counters on it.
As long as ~ has a lore counter on it, during your upkeep you draw a card and an opponent of your choice discards a card. U/BU/B: Put a lore counter on ~.
Remove a lore counter from ~: Counter target spell that targets ~ unless that spell's controller pays 2. Activate this ability only once per turn. A mind is normally a terrible thing to waste. I'll make an exception for you.
4/5
First seems really good, second would be good for a commander product but feels pushed for modern.
I originally wanted it to put a lore counter on it at the end step unless it already had 7 on there, then have the opponent discard a card for every lore counter on it during their upkeep while you drew a card for every counter on yours. Pretty safe to say I toned it down from there lol
Sheltering SpiritWU
Creature-Spirit
Flash, Flying
When ~ enters the battlefield, you or target creature you control becomes Hexproof until end of turn.
1/1
Mind Rot Wizard2UB
Legendary Creature-Zombie Wizard
~ enters the battlefield with 3 lore counters on it.
As long as ~ has a lore counter on it, during your upkeep you draw a card and an opponent of your choice discards a card. U/BU/B: Put a lore counter on ~.
Remove a lore counter from ~: Counter target spell that targets ~ unless that spell's controller pays 2. Activate this ability only once per turn. A mind is normally a terrible thing to waste. I'll make an exception for you.
4/5
If you're creature heavy, Domri Rade is a good replacement. He can draw you cards if you have enough creatures in your deck and operate as pseudo-removal with his -2.
Abbot of Keral Keep bears some snapcaster mage similarities, having nice tempo play, potential card advantage if you have extra mana open only for that turn, 2/1 base stats. It doesn't serve the same recursive purposes, but it does serve similar card advantage and tempo purposes. It can also potentially smooth out land drops early on occasionally.
I think the Abbot makes a better Bob impression than Snapcaster Mage; it's certainly not as good, but it basically reads "When this creature enters the battlefield, draw a card" with a fairly decent ability tacked on.
Probably not. For RW you'd be better off just running helix and bolt, deck depending. If you really need to deal with something non-destroying, maybe condemn? I believe there may be a larger issue if Path to Exile is out of your price range; perhaps the format itself isn't within reach at the moment? If you can't run path, it opens up the larger question of why you're playing white, as the few white cards that are decent are probably going to be price sticking points as well.
Don't take this as me trying to be mean or brutal, I'm just looking at your consideration in the cold light of day. If you're trying to build budget I might suggest mono green stompy?
I guess I should have rephrased. I already have my playset of Path to Exile. I was wondering whether I should recommend Ride Down to other players as a budget-minded option. I agree that there are better cards (I still haven't picked up Valorous Stance yet, I have no idea why) than Ride, so I guess I'll just forget about it.
Undead Warchief was reprinted in Time Spiral, so it's already Modern legal. It's pretty underwhelming tbh, especially when you have better lords like Lord of the Undead that cost 1 less.
Giving your opponent a free turn to stabilize in a deck like Burn seems like a really poor idea. And if you have enough land to Commune for 3+, you're probably already losing in the first place.
Trickbind has always been a favorite of mine. If you''re on the play, you can be a dick and shut down his/her first fetch, as well as prevent a potentially deadly ability like Viscera Seer or Elvish Piper.
One thing I'd like to see is Baleful Strix. It delays aggro decks not named Burn and forces a removal spell from your opponent, but also replaces itself as soon as it hits the field.
Why yes, I would love another addition to my Bant Feather Fort EDH deck! Seriously, I love this card to death. If it weren't for Bolt, I could play this in Modern as well!
I originally wanted it to put a lore counter on it at the end step unless it already had 7 on there, then have the opponent discard a card for every lore counter on it during their upkeep while you drew a card for every counter on yours. Pretty safe to say I toned it down from there lol
Creature-Spirit
Flash, Flying
When ~ enters the battlefield, you or target creature you control becomes Hexproof until end of turn.
1/1
Mind Rot Wizard 2UB
Legendary Creature-Zombie Wizard
~ enters the battlefield with 3 lore counters on it.
As long as ~ has a lore counter on it, during your upkeep you draw a card and an opponent of your choice discards a card.
U/BU/B: Put a lore counter on ~.
Remove a lore counter from ~: Counter target spell that targets ~ unless that spell's controller pays 2. Activate this ability only once per turn.
A mind is normally a terrible thing to waste. I'll make an exception for you.
4/5
EDIT:
I think the Abbot makes a better Bob impression than Snapcaster Mage; it's certainly not as good, but it basically reads "When this creature enters the battlefield, draw a card" with a fairly decent ability tacked on.
I guess I should have rephrased. I already have my playset of Path to Exile. I was wondering whether I should recommend Ride Down to other players as a budget-minded option. I agree that there are better cards (I still haven't picked up Valorous Stance yet, I have no idea why) than Ride, so I guess I'll just forget about it.
Everything you suggested besides Claws of Gix, All is Dust, and World Queller aren't Modern legal.
Brago isn't modern legal.