WIP
Playstyle
Pressure in the early turns. Build up a superior board position with Obelisk of Urd and/or grind out the opponent with Soul of Theros (Using the lifelink and attacking with all creatures normally results in gaining more life than the opponent can deal - this always wins the game).
Launch the Fleet should be used on 2+ creatures. Often, it will be some kind of a finisher, especially when Obelisk of Urd is already on the board. It simply overwhelms the opponent.
Notes
Unsure about Glimpse of the Sun God. Was planned as finisher, but probably not as good as cards like Bathe in Light or Brave the Elements were. Also worse than Icy Blast. This has the potential of being a real finisher, but it is blue.
Nonbudget decks can add Brimaz, Wingmate Roc or other expensive stuff like Elspeth.
Sideboarding
Instead of per-deck sideboarding instructions, here are some general thoughts about the cards in the sideboard.
Banishing Light is basically only targeted as a relatively flexible removal card against Planeswalkers, Enchantments and Artifacts. Only those are currently impactful enough that you might want to water down the cohesiveness of the deck for some removal. Especially Elspeth should be removed with Banishing Light.
Other options to remove planeswalkers could also be flying creatures. I feel that Abzan Falconer or Watcher of the Roost could be added for that, but I haven't tested it yet. Abzan Falconer could also give flying to other creatures (so might want to add God's Willing for more Heroic-triggers and optional unblockability).
Raise the Alarm should be sided in when you want to make the deck faster and race the opponent. A case for that are often combo or control decks with a lot of single-creature removal.
Against decks with a lot of removal it can also be a good idea to swap the Obelisk of Urds with Spear of Heliod. Typically these decks will have a lot of removal early (Lightning Strike etc.) but are not very threatening in the early stage. In those cases it can be smart to play Spear of Heliod first and then the creatures (Only play for that if Spear of Heliod and three lands are on the opening hand. Otherwise it's too risky).
God's Willing and Soul of Theros are good cards when a longer, more grinding game can be expected. Any deck that has strong early defenses/creatures (e.g. Sylvan Caryatide, Fleecemane Lion, Warden of the First Tree) will need you to play more patiently. God's Willing can be swapped in for Defiant Strike. Don't swap out Obelisk of Urd in those cases.
God's Willing was not too impressive until now (Launch the Fleet was almost always better, because it has a persistent effect). It can be seen as a placeholder for other specialized cards like Suspension Field or Reprisal vs creatures and Revoke Existence vs artifacts or enchantments.
About creature removal: More often than not, creature removal should only be necesarry against creatures that have more impact on the game than just good stats. A Siege Rhino for example does not require any removal. With Obelisk of Urd and Soul of Theros you can easily outgrow these creatures. Creatures like Yasova Dragonclaw or Doomwake Giant could need to be removed.