My version of double moon walkers for modern. I have a few planeswalkers that I've always wanted to use together but haven't figured out a good way until I was inspired by a deck featured on MTG goldfish.
Definitely want to give it a try with my own spin on it. The Nahiri, the Harbinger + Emrakul, the Aeons Torn combo is in here but how about Deploy the Gatewatch, too? Having a planeswalker version of Collected Company is pretty awesome, especially in this desk. Ideal, I'd want 20 planeswalker cards to insure a 70% hit when playing but its difficult to cut any more mana dorks or other cards without making it too slow to be somewhat competitive.
The main strategy with each planeswalker is to either get Emrakul, the Aeons Torn out, to stall the game with tokens until you can, or, beat down the opponent with tokens/card advantage. With that being said, I've come up with certain role groupings each planeswalker serves in my build: Seekers, Summoners, and Stallers - the three S's of planeswalking.
Seekers- The main win-con planeswalkers with Nahiri, the Harbinger and Jace, Architect of Thought. They're ultimates' just get Emrakul to end the game.
Summoners - Summon token creatures, boost your own or help pull them from the deck. These are represented with Nissa, Voice of Zendikar, Elspeth, Sun's Champion, Chandra, Flamecaller, Xenagos, the Reveler, Sorin, Grim Nemesis ( Sorin, Lord of Innistrad works too), and even Sarkhan Vol or Ajani, Mentor of Heroes . All these planeswalkers get out lots of tokens to either use a chump blockers or boost your own mana dorks or grab a creature through card advantage. Even more so with doubling season on the board! Its great to play turn 3 Doubling Season, and then turn 4 Sarkhan Vol and get 10 5/5 dragon tokens with flying. Or turn 4 Ajani, Mentor of Heroes and gain 100 life.
Stallers- Utility planeswalkers with Ral Zarek, Gideon Jura, and big daddy Ugin, the Spirit Dragon. Their abilities steady board presence, and, well, slow down your opponent. Gideon forces your opponent to attack him while Ral and Ugin thunder bolt problems away. Plus Ugin's -X ability is just great the turn you play him.
Now each ultimate is essentially a win-con in and of itself, but its important to understand that their other abilities serve a role with or without Doubling Season. The biggest consideration are planeswalkers that can ultimate in 3 turns without doubling season.
As for the mana base, 21 lands work well. Going up to 22 and make it a 61 card deck would work fine, too. Its a bunch of fetches to grab any forest land and any other color a certain planeswalker might need prior to getting Oath of Nissa on the board. Once that's out it doesn't matter as it perfectly fixes it and then all is needed are sources for white or green in the case of any blood moons. As for utility lands, Blinkmoth Nexus works great for an instant flying blocker to stall attackers. Westvale Abbey
is an alternate win-con if the tokens and mana dorks build up and Gavony Township is a way to pump them up. Another good choice could be Kher Keep to get an instant token for blocking. It costs 2 more essentially than Blinkmoth but the tokens could add up quickly if they don't die right when they are summoned and with doubling season, that could be a quick instant army of 0/1 creatures waiting to be bolstered.
+1's would be appreciated!