Four-color superfriends. Everything is a woman. Yes, even Bounding Krasis. I checked.
I didn't intentionally design a deck with all women, but they really work well together.
Gnarlwood Dryad. Just useful early defense, and occasionally late-game beater.
Oath of Nissa. Obviously great win a 4-color planeswalker deck.
Sylvan Advocate. No need to explain how good this is.
Declaration in Stone. Ditto. Try to save these for threats your walkers can't answer.
Thalia. Taps enemy creatures, which is clutch with Nahiri.
Bounding Krasis. Ditto, also key for protecting your walkers from flashed in threats like Avacyn or Coco.
Tireless Tracker. Usually gets a clue or two then chump blocks, which bridges us into the late game. Sometimes goes on aggro. Clues are handy after your opponent sees Bounding Krasis once, because you can leave mana up and they'll be wary. If your opponent has Spell Quellers, you can just keep getting card advantage while they sit with mana open, leaving the board empty.
Weirding Wood. This is, bizarrely, what makes the deck work: color-fixing for Tamiyo and Nahiri, ramping into Chandra or Dromoka, and digging into the deck. It's damned satisfying to go turn 3 Weirding Wood, turn 4 Tireless Tracker, drop a land, and crack a clue.
Nissa, Vastwood Seer. One-of, but she pulls her weight. Getting to 4 lands is vital, and so she bridges us well to Tamiyo or Nahiri, and then late-game provides card advantage.
Tamiyo. She is perfectly fine if she just stops 2 creatures for 2 turns and then hits the graveyard.
Nahiri. Wonder Woman. Dig when it's safe. Exile critters (or stuff like Stasis Snare) to save yourself. If you ultimate, half the time Dromoka's better than Atarka, because everyone holds up instant-speed answers so they can kill whatever you ult out, or they hold Avacyn since they expect to save their team from Atarka's 5-damage hit.
Chandra. Never feel bad to drop her and -4 to wipe out 2 creatures, or even just a single Avacyn. You'll usually have enough card advantage, while your opponents are out of juice by this point of the game. Her main weakness is that she doesn't do a ton against GW Tokens - typically she'll wipe out the tokens, then get punched to death by Gideon. I've found it useful to bait a Gideon +1 and attack by throwing out an unprotected planewalker. If they use Gideon's +1 and have no tokens to block, Chandra can send in a pair of elementals to take the slab of meat down.
Dromoka. Messes with so many of your opponents' plans. About 1-in-10 games your opponent will use some sort of counterspell against her. People need to learn to read cards.
Atarka. Top-end finisher, good for ulting Nahiri.