This is an updated version of my Naya Hexproof pre-Nyx.
Here's an individual card rundown:
1x Ajani, Mentor of Heroes: Great Midgame Option. Refills my hand or makes my hopefully big creature(s) even bigger. This guy needs testing though.
2x Ajani, Caller of the Pride: His -3 often kills opponents dead.
4x Gladecover Scout: Naturally, this 1/1 Hexproof for (1) is key to the deck. You always want one of these in your opening 7.
4x Bassara Tower Archer: This is a great addition from JOU. Unfortunately, its GG cost makes it a bit awkward, but the Archer may be the missing link in the Mana curve. If you don't have a Scout, now you can hope to draw one of these instead and still be able to play your game.
2x Eidolon of Blossoms: Cantrips itself and refills my hand once my voltron creature along with its enchantments should be gone somehow. It is costly at 4 mana, but this is more of a backup plan in case my initial voltron tactic fails.
4x Ethereal Armor: Unquestionably the strongest Aura in the format, and gets even better with JOU. Now synergizes with almost every non-creature spell in the deck and can lead to absurdly fast kills.
3x Chained to the Rocks: Cut these down to three because of Banishing Light being a strong alternative.
4x Madcap Skills: Damage output, synergy, evasion. This aura has it all.
4x Unflinching Courage: Liflelink and trample give my voltron creature that one extra oomph that is needed against aggro and burn, and defensive chump strategies.
2x Mana Confluence: This deck needs fixing, especially with the addition of the Archer, so maybe more of these will help. The lifeloss should not be any concern, as Courage can refill my life. Ideally, though, the opponent should be dead by then.
2x Boros Charm: Burns players and planeswalkers, is a surprise combat trick and an alround answer against destruction-based removal, especially that pesky Verdict. May run a playset of these.
2x Eidolon of Countless Battles: This guy can push my voltron creature to absurd numbers, but is a bit quirky to play with. I really like to play with him, but may be dropped in favor of more removal, or Boros Charms.
2x Temple of Plenty2x Temple of Triumph2x Temple of Abandon: Scrylands slow me down, yes, but they are really helpful in assembling the combination of cards that makes my voltron work. Also help if you desperately need to find that hexproof creature you somehow did not draw.
4x Banishing Light: This is practically the reason why this deck becomes much more reliable with JOU. Its chained to the Rocks without the mountain requirement, is not vulnerable to LD for that matter, can exile any permanents like Underworls Connections, D-Spheres or Planeswalkers AND Synergizes with the Eidolons, Ethereal Armor, etc. This card is a godsend.
1x Godsend: And this is Godsend, hah. Would like to test this as a 1of. Being an equipment, it has more lasting power than enchantments, and its effect may shut down aggressive decks which have to chump block my voltron.
1x Iroas, God of Victory: Madcap effect for everyone and saves my creatures from combat tricks. If he turns on, he can be another beatstick to deal with.
Sideboard:
4x Mizzium Mortars: Against creature-based decks, come in for my removal-enchantment so that my opponent boarding enchantment hate will have less targets.
1x Anger of the Gods: My voltron usually survives this, so this is a good choice against aggro creaure-based decks. May add one copy.
2x Selesnya Charm: Allstar against big creatures and the flash knight helps against sac effects. May play this mainboard if some cards disappoint in testing.
2x Pithing Needle: Against any permanent-shenanigans. Self-explanatory.
2x Deicide: Kills gods dead. Hits other enchantmens, too.
2x Mistcutter Hydra: Practically hexproof against UW Control and Mono U, and a mid-to lategame option against more defensive strategies.
2x Fiendslayer Paladin: Practically Hexproof against Mono-B and Burn variants. Used to be mainboard as hexproof creatures were lacking, but the Archer is the more solid choice now.