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Between Search for Azcanta and the new planeswalker uniqueness rule, things have recently gotten a lot better for hard control decks looking to extend the game beyond Turn 7 or so. I've read early reports that were disappointed with Search for Azcanta in Modern, but I'm still firmly a believer, despite the fact that it requires completely the opposite of what I usually recommend as an approach to Modern. I think the card is powerful enough to work for and that we simply haven't learned how to build the best decks for it yet.
Another card that I firmly believe is good enough for Modern, but that I'm even further from finding the right home for, is Hidden Stockpile. Fetchlands by themselves certainly aren't enough to trigger revolt every turn, but it's easy to find other ways to trigger it, like Mishra's Bauble or Nihil Spellbomb, and revolt triggers naturally a decent portion of the time from combat. If it triggers every turn, I think it's a lot better than Bitterblossom. In exchange for flying, you get an extra creature the first turn, an extra life every turn, and the scry ability, which plays somewhat better than it looks in my experience.
Hidden Stockpile and Search for Azcanta are strategically similar to planeswalkers in that they're cards that structurally want you to extend the game because they generate incremental value every turn. This means that both of these cards potentially benefit from the planeswalker rule change that allows you to have two differently named planeswalkers of the same type because there are greater incentives to create the shell that rewards that kind of gameplan, and then these complement the planeswalkers as a payoff for building the interactive shell that builds their kind of game.
Ultimately, Hidden Stockpile, Search for Azcanta, and basically any planeswalker are competing for space in the same kind of deck, as they fill the same role, but the advantage of the enchantments is that they cost only two mana, which means they come down the turn before you'd be trying to cast your first planeswalker most of the time.
I mentioned that this whole structure is opposite what I want to be doing in Modern. I've always advocated for a proactive strategy that just does the most powerful thing it can because the format is too open to try to react to everything. In reality, I've usually included a slight modification in practice: I almost always play "Thoughtseize decks." Basically, the reality is that any purely proactive strategy is relatively easy to trump in Modern, so you can't literally disregard all interaction, and Thoughtseize has the highest impact against the widest variety of strategies at the lowest cost of all the interaction in Modern. The catch is that it's best if you're otherwise proactive, because if you're planning to play a long game, your opponent will eventually draw more of whatever you took, and Thoughtseize can be a very bad draw late.
So not only is an incremental advantage control deck asking that I play interaction, in many ways, it's asking that I not play the best interaction (Thoughtseize is powerful enough that it might be worth playing anyway, but it really is at its worst in this kind of strategy).
This is a steep cost, but I think there's a good chance the payoffs are finally good enough to justify the effort, or at least thorough exploration. And that's the real trick of it all: the hidden cost of going against what I've previously believed to be optimal strategy is that I don't have the groundwork to build this kind of deck, because it's not doing what I've tried to do in the past. I understand that control isn't a radically new concept in Modern, and some players have been playing it consistently for years. I've played against it, but building a control deck for myself for the current metagame, with the new incentives created by different payoffs, requires a lot of extra work.
Some control decks are simply trying to live to cast a big spell that basically ends the game, like Baneslayer Angel or Sphinx's Revelation. Search for Azcanta is an entirely different gameplan, more akin to "lock them out" than "slow them down." You need to actually answer everything eventually, so lessons from decks like those may not translate directly here.
To get on the same page and show you what kind of thing I'm thinking about, here's the deck I've been playing around with: