If a deck is designed to put creatures into play and attack, then it's likely to be excellent at executing that game plan, but not at much else
With Tarkir: Dragonstorm , the clan has evolved, picking up some powerful new mechanics that keep the pressure on in fresh ways
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For example, if you cast Whir of Invention (a spell with improvise and mana cost ) and choose X to be 3, the total cost is
In Modern, apart from spawning a new type of deck, the most likely home seems to be some sort of combo deck where Glorious End can buy one extra turn to set up the combo and win the game
He has a decent amount of experience piloting the deck, and Ive had chances to play against it and learn how it works (spoiler: it plays demons)