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Control the game and win with approach of the second sun.
The deck plays the control role until it can chain together two approaches. It can easily provide counterspell backup to resolve the second and win the game.
Otherwise, you want to draw lots of cards, wrath the board away every other turn, and counter only the most destructive threats. You are the fun police.
It is also worth noting that Nezahal often scales our of control, and practically doesn't die to any removal in so far you have cards in your hand.
If you want the deck to be modern legal, you can swap the counterspells with any counter of your choice. I would always keep 6-8 of them in this deck. You can also swap the fact or fictions for any other draw spell. Keep in mind, if you opt for sorcery spells you lose a bit of power, as you can't leave mana open to either counter or draw. I recommend Compulsive Research or Hieroglyphic Illumination. Modern doesn't have great draw nor counterspell options, however.
Budget alternatives to some cards:
Glacial Fortress: Port Town, Evolving Wilds, Tranquil Cove
Wall of Omens: Wall of Denial. You can also cut the walls and field more removal.
Supreme Verdict: Wrath of God, Day of Judgment
Path to Exile: Swords to Plowshares, Condemn
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