Bloodcast is just Warcall, but taken much too far in terms of power level.
The Recruit abilities are exceedingly powerful. Bloodbraid could only cascade one time, and just that was enough to dominate Standard. Getting free spells (creatures even), is just too good.
As for Battleraise, I think it's pretty cool, but I'm not sure whether or not we should be swapping to a graveyard mechanic on the combat realm.
The deck can primarily go one of two ways: Tallowisp/Geist of Saint Traft/Steel of the Godhead, or just straight up hexproof tokens with Drogskol Captain/Phantasmal Image. You could even combine these game plans at the risk of diluting your deck, and we haven't even started looking into what black offers as a splash (Lingering Souls+).
I don't personally have a suggested list or anything as of yet, but the Innistrad Spoiler thread didn't seem like the rright place to start discussing that. In any case, let's have at 'er!
Creature - Spirit {R}
Flash, flying
When ~ enters the battlefield, target spirit gains hexproof until end of turn.
You can cast spirit spells as though they had flash.
2/1.
This looks good enough for modern - in between this and Drogskol Captain (and Phantasmal Image), they can never really kill anything. Add in Lingering Souls, Moorland Haunt, maybe Topplegeist, and maybe Devouring Greed and you're looking at the start of a pretty resilient tribal deck with potentially a combo-ish finish.
That's where Tezzeret's Gambit and Volt Charge come in. Gambit digs for Worldfire, and then you Brain it out in response to an extra Volt Charge, winning you the game. You could even toss in Coretapper as a Steve stand-in. I'll admit it's janky, but it does work.
Not if you're spending them to defend against Eldrazi :/
I think Khalni Garden/Nest Invader/Brood Birthing might be the best shell.
Rabblemaster even has an infinite combo with Breath of Fury if you're willing to go deep.
3 Inverter of Truth
3 Gloom Surgeon
3 Street Wraith
3 Augury Owl
1 Emrakul, the Aeons Torn
4 Relic of Progenitus
2 Elixir of Immortality
3 Gitaxian Probe
3 Pact of Negation
2 Day's Undoing
2 Dimir Charm
2 Dismember
4 Polluted Delta
4 Watery Grave
2 Shelldock Isle
2 Sunken Hollow
2 Darkslick Shores
2 Tolaria West
3 Island
3 Swamp
First off, I cut down on Inverter of Truth because the deck is full of dig, and it's not terribly useful in multiples. Meanwhile,Gloom Surgeon is the perfect blocker for this deck since he shrugs off all of Burn's creatures, most of BX Eldrazi's creatures, as well as Goyf, Wurmcoil, and tons of other stuff while forwarding our exile-the-library gameplan. Meanwhile, Augury Owl helps to find thing and set up Shelldock Isle while serving as an aerial blocker. The lone Emrakul not only wipes our yard, it can also be cast off Shelldock. I decided to throw in Elixir of Immortality as a nod to Birn which also wipes our graveyard, while Days' Undoing digs extremely deep and also gets an empty yard. Dimir Charm is a nod to Scapeshift and Twin that also digs, and Tolaria West can help find Shelldock. Everything else should be self-explanatory.
Leveler is more expensive and has no evasion. Moreover, you have less control about when you go off since Inverter can still leave you with a few cards. The graveyard hate is also very relevant in modern as the B<> decks have shown (shrinks Goyf, weakens Snapcaster, wrecks Griselbrand).
4 Bitterblossom
2 Path of Bravery
4 Lingering Souls
3 Triplicate Spirits
3 Increasing Devotion
1 Army of the Damned
1 Nomad's Assembly
4 Mortify
4 Monastery Mentor
3 Sorin, Lord of Innistrad
2 Shambling Vent
2 Vault of the Archangel
4 Godless Shrine
4 Marsh Flats
3 Isolated Chapel
3 Temple of Silence
3 Plains
2 Swamp
I considered adding red since Blood Funnel into Increasing Devotion and Burn at the Stake will kill most people, but the mana was too rough.
Next Prompt - Extractor Demon
This was really friggin' hard, Modern just can't built a lands like Legacy can...
1 Mikokoro, Center of the Sea
3 Verdant Catacombs
3 Wooded Foothills
2 Bloodstained Mire
2 Overgrown Tomb
2 Stomping Ground
1 Blood Crypt
1 Raging Ravine
1 Ghost Quarter
1 Horizon Canopy
1 Scrying Sheets
1 Snow-Covered Forest
1 Snow-Covered Swamp
1 Snow-Covered Mountain
1 Gargoyle Castle
1 Spawning Pool
1 Mystifying Maze
1 Creeping Renaissance
1 Worm Harvest
1 Retreat to Hagra
3 Magmatic Vortex
3 Zombie Infestation
4 Raven's Crime
4 Life from the Loam
4 Darkblast
3 Edge of Autumn
3 Commune with the Gods
2 Noxious Revival
2 Ruinous Path
Next Prompt - Gigantomancer
No Rest in Peace? Interesting. I guess Relic and Spellbomb can at the very least cantrip.
Disenchant in the board is interesting. I wonder between it, Revoke Existence, and Fate Forgotten which is the best for our purposes. I also wonder if Divine Reckoning could have utility compared to Damnation since it does the same job (barring regen), but leaves us with a threat, and can be used twice. It's worse against affinity since they can just stack Ravager, but against any other weenie deck, our lone surviving eldrazi should outclass pretty much anything.