This is my first legit modern deck.
I'm kinda bored of standard right now, so I decided I wanted to take a brake and try out modern, at least until Battle for Zendikar comes out (HYPEHYPE!). Did a little bit of researching, and I figured greenwhitehexproof would be a good place to start because it seems fun to play and pretty inexpensive for modern.
So, heres the reasoning for all my card choices:
Gladecover Scout
and Slippery Bogle: hexproofer 1drops, which is good because I wanna start swinging with these creatures as soon as I can.
Kor Spiritdancer: Although she's not a hexproofer, and she's not a 1drop, she's still insanely good in this deck. She can get pretty big with her first effect (although I wouldn't put too many auras on her unless I'm playing a deck with little to no removal), and her card draw effect can get me more enchantments to pump out onto her or my hexproofers. Card draw is always great!
Path to Exile: some high quality removal.
Hyena Umbra
and Spider Umbra: These cards are important because of totem armor. There aren't very many creatures in this deck, and damage from creatures in how I intend to win, so therefore I must protect my creatures, which is where totem armor comes in, and does so beautifully. The stat boost and first strike/ reach is also appreciated.
Keen Sense
: card draw
Rancor: The trample from this card is nice, as is the +2/+0 and the fact that it returns to my hand if it enters the graveyard. Which is why I have a playset of them in this deck. It also couples well with
Hyena Umbra
, making a 4/2 first striker able to take down just about any turn2 defender (supposing there is one).
Ethereal Armor: Just a crazy card in this deck. This deck has a lot of enchantments, so it makes sense to have an enchantment that benefits from the amount of enchantments that I have, which will be a lot.
Spirit Mantle: the stat boost is a little underwhelming, but the whole "protection from creatures" thing is pretty damn cool as it lets all damage that could be dealt by the enchanted creature be dealt to the opponent.
Daybreak Coronet: it sucks that it can't be played on turn two, but this card is awesome in this deck. the stat boost, effects, its just crazy. Therefor, Im running a playset of them.
Unflinching Courage: who can argue with trample, lifelink, and +2/+2? Me, potentially. Idunno if this is the best card here, but I think it's ok because its playable in every situation and is all-around a good enchantment.
As for my landbase, I think 20 cuts it, and I think I've got the balance figured out.
Since this is my first time exploring the realm of modern, I don't know much about the metagame, so for my sideboard I literally just looked at the sideboards of some other decks and kinda just used those cards in it. So, I need help with that. No, scratch that. I NEED HELP WITH EVERYTHING.