This is one of my two current modern decks. I am bouncing between this and Jund. Its a pretty typical Skred control list with a few modifications for the meta. Primary win con is Koth of the Hammer -> Boros Reckoner / Batterskull -> Burn.
Current record is 2-2, 3-0, 3-2, 4-1, 4-0, 3-1, 3-2, 3-1, 4-0 AKA. 29-9.
Cast my fist turn one blood moon vs jund the other day. FELT SO GOOD!
Card Choices:
Lightning Bolt: I don't think this one needs an explanation.
Skred: This card is the entire reason to run snow covered mountains and its what the build is named after. Early game or late game its always a good card.
Magma Jet: The key to any control deck is card draw. Red suffers from efficient card draw so this will have to do. Its solid early game as it kills things like bob, scooze, a varriety of elves, snaps and a bunch of other things. It then allows me to set up my draw.
Volcanic Fallout: Instant speed 2 damage to everything is something very few people see coming. It is very handy vs infect / affinity / elves.
Anger of the Gods: 3 damage to each creature is generally enough to wipe the board. If not I can finish up the remaining fatty with a bolt or skred.
Koth of the Hammer: He might seem derpy but he wins games and he can win them fast! Start at 3 and goes to 4 right away. Once I get his emblem the game is over.
Batterskull: This guy is here to protect koth, help my game 1 vs burn / fast aggro decks and to act as an alternate win con.
Pyrite Spellbomb
: The main purpose of this artifact is to draw me a card. But it also deals with pesky early game creature in infect, kills Etched Champion and various other creatures in the early game.
Relic of Progenitus: The main purpose of this is to draw me a card. But as it turns out it is a killer game 1 vs jund / junk, stops infect from doing their giant pump delve spell and is murder vs Living End.
Boros Reckoner: Crazy good. Will generally trade with a goyf and the ability to give him first strike means I dont have to lose him to larger creatures if ive got any form of trick up my sleeve.
Simian Spirit Guide: Enables a potential turn 1 or turn 2 Blood Moon. Also forces opponents to play around the extra mana for a bolt or skred out of no where.
Spellskite: Curves nicely into a turn 3 blood moon. Protects the blood moon and serves as a blocker for koth. It also significantly improves my game 1 vs boggles, infect and burn.
Blood Moon: Good bye man lands, 3 color decks or greedy mana bases!