Step by Step Description:
Lands:
To start out, the basic lands are 2x Forests and 2x Plains. In case a control deck with any splash of red gets a ((Blood Moon)) on the field, you want to still be able to play an ((Erase)) or ((Naturalize)) with your basics. The three Fetchlands should help counter this
Fetchlands included are ((Marsh Flats)), ((Verdant Catacombs)) and ((Windswept Heath)). Each Fetchland can give you access to all three shock lands ((Overgrown Tomb)), ((Temple Garden)) and ((Godless Shrine)) as each one shares a basic land type with the Fetchlands. Once these shock lands are on the field, the other multi-colored lands can be played without coming in tapped.
Multi-colored lands are ((Isolated Chapel)), ((Sunpetal Grove)) and ((Woodland Cemetery)). It's not completely essential to have a shock land or a basic land out before playing these, but the edge comes in when that is in play. It gives you a very wide expansion of options much quicker.
Special Lands I put in include ((Nykthos, Shrine to Nyx)) and ((Vault of the Archangel)). With Nykthos on the field and a ((Voyaging Satyr)), later in the game around turn 6 the mana ramp starts getting ridiculous. At times I've tapped Nykthos with a Satyr for something around 30 mana. Available options are key for any tournament, so you want to be able to have access to do anything with the deck. ((Vault of the Archangel)) isn't completely essential, and again it's a late addition to the game, but the life gained from an opponent not wanting to block two or three creatures with power 4 or more gives you an incredible edge. In a game where an opponent has a ridiculously powerful monster on the field and attacks, you can activate the vault and block with a mana dork and take it out of play, so it makes a lot of aggro decks hesitate. If you ever get into play an ((Avacyn, Angel of Hope)) you can basically swing out with everything and gain a lot of life.
Instants:
I only have ((Grisly Salvage)) here because I don't think the deck really needs removal at instant speed. ((Shadowborn Demon)) usually can handle most anything, but I can maybe see editing the sideboard for a few ((Hero's Downfall)) or ((Utter End))
Sorcery:
((Mulch)) basically helps put A LOT of land in hand, it's really in case you run into a situation where you need more mana, since the deck has a higher average converted mana cost. ((Thoughtseize)) is basically just an answer type card. It just shuts down opponents options, I can't not see having at least 3 of in a deck with black in it. ((Unburial Rites)) IS AN IMPORTANT CARD for the deck. Basically, to give an example, around turn four, if the cards are right, or an opponent makes you discard or mill an Avacyn, you can put an 8/8 indestructible on the field that makes all your other permanents indestructible as well. Most of the deck is centered around having creatures that use abilities as they come into play. Unburial rites allows you to use your graveyard extensively to put those cards out and use abilities. It's like making your graveyard part of your hand, and the best part is that it costs LESS in the grave. If its countered, you can flashback. If it's discarded you can flashback, if its milled you can flashback.
Creatures:
((Angel of Serenity)) is an important control creature. Later in the game, being able to exile up to three creatures from the field, which return to the hand instead of the field when she leaves, is pretty phenomenal. On top of that, you can exile creatures that you might want from your own grave, so you can cycle out creatures if you know that it will die once getting on the field. You can also infinitely loop an Angel of Serenity with another Angel of Serenity. ((Avacyn, Angel of Hope)) is a game finisher. Once she's on the field, a lot of the ways that opponents can win is just taken away. There is a combo with her and ((Palisade Giant)) as well. If you can manage to put out an Avacyn, followed by a Palisade without either being countered, all damage done to you or your creatures is done to Palisade, which is then negated because of Avacyn. Keep in mind, exile is still a good counter to this, and so is bouncing, but it's a powerful duo that the opponent has to answer first before trying anything. ((Avacyn's Pilgrim)) and ((Voyaging Satyr)) are mana dorks. The only reason ((Voyaging Satyr)) is in instead of ((Sylvan Caryatid)) is because of the Nykthos combination. ((Disciple of Bolas)) gives you drawpower and life, it's basically a sphinx's revelation for black. ((Palisade Giant)) as mentioned before can tank all damage done to you and become indestructible. Against burn decks, or combo decks like the Ad Nauseam combo, it breaks the chain of lethal damage burn. ((Restoration Angel)) gives you a second use of a creatures incoming abilities, with thragtusk you gain another 5 life and a 3/3 token. You can also block big creatures and flash in the angel to stop it. ((Shadowborn Demon)) kills a creature on the field, it's basically like a lower costing Angel of Serenity. Extra removal and field control. ((Thragtusk)) gains you a lottt of life. With some burn decks, if you can get two thragtusk out, you basically win. It pads your health, and in case you need to blow of the field with a ((End Hostilities)) or someone uses ((Supreme Verdict)) you still have a 3/3 beast token.
SIDEDECK:
Here is where I'm more open to suggestions. I put in ((End Hostilities)) and ((Engineered Explosives)) just to counter Reid Duke's Hexproof deck. It's pretty popular, at least where I go to competitions, in modern so. ((Erase)) is generally just a good tool to have against a lot of decks. ((Stony Silence)) is a counter to an artifact deck. I'm not sure if I'm correctly addressing it, but the Eggs deck with the infinite combo using only artifacts, yeah this counters that. ((Rest in Peace)) counters red white blue control. No more snapcaster mage lightning helix. And finally I put in a Loxodon smiter just in case I run into a discard type deck.