First of all, awesome response, thank you.

Quote Originally Posted by Jamaican Zombie Legend View Post

-Not enough card selection. Now I'm no fan of Blue hogging all the good stuff in Legacy and Vintage, but a fast Eternal format (Modern isn't all that slow) without the ability to see lots of cards is pretty miserable. You have Gifts, Cascade, Sleight of Hand, Serum Visions, and a few niche things like Pod and Harbingers but it doesn't feel like enough, especially when you need to get sideboard hate in game 2 and a usable hand. I'm not sure how they can solve this, but I hope their minds are better than mine, because games decided after you've seen your opening hand plus a few draws is pretty brutal. I'm not sure Wizard gets this though, because they always speak in terms of "turns" when that's not really the best way to look at an Eternal format.
This is a valid point, but also one of the reasons why I really love Modern. Blue in Legacy is this unstoppable monster of card-quality variance-killing. After getting used to it in Modern, I am so very glad that there are no Brainstorm effects. It really makes you build your deck differently, since you can't just throw away some situational card, you really need to think differently about how every card is going to affect your game percentages.

One effect you may notice due to the lack of overpowered cantrips is the use of so many card-advantage cards. Dark Confidant, Vendilion Clique, Huntmaster of the Fells, Bloodbraid Elf, planeswalkers, Remand, Cryptic Command, Restoration Angel, Snapcaster Mage, Kitchen Finks, Eternal Witness. All of these cards give you card advantage, and playing with a good number of them in a deck is not only fun (since I enjoy playing 2 for 1 style cards), it allows you to play games where you can really grind out wins from playskill.

What this also opens up is non-blue decks. I know we haven't seen a lot of them just because most of the popular events are exclusively for pros and we know how much they love counterspells, but you can play so many good decks that aren't so blue oriented.

-No serious non-basic hate. Yes, Ghost Quarter, Blood Moon, Fulminator Mage, Molten Rain, and that Suspend-Goyf exist...but they aren't good enough. Good non-basics are incredibly powerful, and moreso in Modern because there aren't really any decks that pack good solutions to them in their 75, much less maindeck. Force is often credited as the glue that holds Legacy together, but Wasteland, Sinkhole, Stifle, and Vindicate all do a good job shaping the Legacy meta such that non-basics can be a liability; you have to think before cramming your manabase full of duals, utility lands, and power lands (Coffers, Sanctum, Cradle, etc). There's also a more format-specific problem too; Tron decks. Just like 12-Post Decks before, Tron decks pretty much push any sort of slower control decks out of the format with their inevitable ludicrous bomb, powered out by Urza-lands. Wizards hates land destruction of any sort now, so I doubt they are willing to fix this, but A Sinkhole for non-basics at RR would do wonders, as would a Vindicate reprint. Maybe more use of Trickbind? Dunno, but there needs to be a real risk to using non-basics, or some way to really punish it effectively.
Great point, and the only thing I'm unhappy with. Really, Tectonic Edge is much better than you'd assume off of first glance, which you missed. I'd say its the best non-basic land hate in the format. Some decks are running 3-4 main now, and you'd be surprised at how effective it is. The only thing that I'm upset with in terms of land hate is there isn't anything that can really punish 100% non-basic manabases. I've tried with Choke, but even UW decks only run ~6 islands total, due to so many dual options. I wish they had Price of Progress or Back to Basics, or something similar, but this is my only problem.

-It still suffers from the "Legacy-Lite" image.
This is too subjective to really comment on, but I enjoy being able to play with cards like Bloodbraid Elf and Cryptic Command. Those cards are fun, they're good, but in Legacy you'd get face rolled playing them.

-Too much variance. Not only is this format very dependent on opening hands, owing to the lack of card selection, but I've gotten the distinct impression that the die roll is a bit too important as well. I'm not very attached to this point, and I would concede it's wrong if a more experienced player of the format could explain why this was wrong, but I still do have this gut feeling.
I haven't gotten this feeling from playing the format since its inception. Variance from the die roll doesn't seem to happen in games I play.

This is a very nebulous concept, but I don't see nearly as many "skill-testing" lines of play in Modern decks as I do in Legacy decks.
This is how any format looks on the surface before you actually play it. Vintage, win on turn 2 or lose on turn 2? Nope, it's actually quite skill intensive. Standard? Same thing. It's so easy to classify formats as bad or unfun when that's what you look for.

Just look at a lot of the tier decks in Modern; Lifegain Aggro, Tron, Jund, Twin, Tokens, Affinity, Eggs etc. They're pretty simple decks to play, and they don't have a lot of real...how do I say this...flexibility to get yourself out of tight situations. Discounting things like Show and Tell (which I think is a completely stupid deck/archetype that should be banned on those grounds alone), Legacy is much better.
Once again, this is exactly what any format looks like before you actually play in it. What's lifegain Aggro? You're just wrong if you think that playing a Modern deck well requires no skill.

I don't really find Cascading into stuff with BBE or Tron-ramping into Elesh/Emrakul/etc. to be much fun. The deck I've enjoyed the most in Modern is Shamans...it feels fresh, and is actually pretty versatile what with the Harbingers and all. Unfortunately, it seems like only really interesting deck in Modern (and it's cheap to boot).
You just really haven't looked at the format much, but that's what I get from 95% of the people on these forums.

All formats have decks that others find boring. Show and Tell is awful. UW Miracles lack of variance is the most boring thing I've ever seen (even though I'm glad control is finally back in the format). Dredge winning or losing on sideboards isn't very interesting, and neither is watching goblin players poop out goblins. If you want to try to condense a format down and take away all the intricacies, it can be done with anything.