Good day fellow members. I made this deck since I fell in love with Kor Spiritdancer and Auras when I was learning MTG. I have only been playing for around 2-3 months but I was able to formulate this deck and had some success with this. If you like Selensya and hexproof, this might be for you.
Gladecover Scout - From my experience, this creature here is really my go to guy to win. Basically just pump him and overwhelm your opponent
Witchstalker - Well, he's more of a long game attacker/blocker in the event G-Scout is not yet that pumped up. You have the option to pump him too. But usually by the time I can cast him, I have auras that I prefer to pump G-Scout.
Fiendslayer Paladin - Since the meta in our shops has a high density of black and red decks, he's in the mainboard and is really helpful, especially the lifelink and first strike.
Sylvan Caryatid - Blocker and mana ramp.
Fleecemane Lion - I haven't really had the chance to make him monstrous because by the time I do have mana to spare, G-Scout is pumped to the max and wins me the game so i'm planning to change him to Hero of Iroas to help with the casting cost of Auras
Leafcrown Dryad - I kept it instead of Eidolon of countless battles due to it's reach ability and 2cc to cast.
The spells and enchantments are pretty self-explanatory. With regards to the bow of nylea, you opt to use spear of heliod if you like. the deathtouch and trample from unflinching courage really made an impact in the games I played.
Sideboard:
Pithing Needle - for pesky Planeswalker and other activated abilities of cards
Revoke Existence - for those pesky gods and underworld connections.
Rootborn Defense - anti-board wipes, especially against control deck
Celestial flare - for midrange decks but i'm planning to change this but haven't thought of a better card.
Mistcutter & Skylasher - Monoblue and Azorious control. haha.
So here's my version of Selensya Hexproof deck. Hope you like it and play it. Thanks for your time.
I suggest you work on your numbers more: the glut of 3-ofs makes me think that you tried to squeeze in too many different cards. Voice of Resurgence should be an auto-include in your deck. Also, I don't see why Bow of Nylea is in the deck.
Why not Eidolon of Countless Battles over Leafcrow Dryad? I get that flyers are hard to combat but the pump that the Eidolon could give can be astronomical and very synergistic with the other auras/critters.
I suggest you work on your numbers more: the glut of 3-ofs makes me think that you tried to squeeze in too many different cards. Voice of Resurgence should be an auto-include in your deck. Also, I don't see why Bow of Nylea is in the deck.
I agree with you on the 3-ofs... a hexproof deck with less than 4 witchstalkers is a bit of a joke. On that same note, the caryatids should be replaced with elvish mystics. Youre not ramping into a turn 4 play on turn 3 (caryatid), but you can ramp a turn 3 on turn 2 (elvish + witchstalker).
Leafcrown Dryad should be replaced with something more impactful in my opinion.
As far as Bow in the deck, its good. In longer game 1s where you have a slow start (or are against a big nasty midrange deck) Bow + Ethereal Armor + Unflinching Courage = Unstoppable Attacking Machine. If those 3 pieces are on even a gladecover you have yourself a (minimum) 6/6 first strike, lifelink, trample, deathtouch attacker. This means your opponent needs to blow with enough creatures that 6 can die (first strike + death touch) and then still be able to dish out 6 damage after first-strike resolves.
G/R monsters is a more real thing these days, I suggest trading the side-board celestial flares for Holy Mantle. The protection from creatures means unblockability.
Ascended Lawmage: Provides an extra hexproof creature. While seemingly overcosted, we are not really concerned with the toughness of our creatures since they will be getting pumped, so this is 4 mana for 3 power that can fly compared to 3 mana for 3 power that gets tokens when certain spells are cast on your turn. Aqueous Form: Gives our ground creatures that much needed evasion. Also, while an early play on gladecover may seem loose, attacking with that gladecover will allow you to scry to the more needed cards. Detention Sphere: The main reason to run blue. Detention sphere removes most threats you wouldn't be able to deal with, most likely deals with pack rat in mono black, and as a bonus adds to ethereal amor. Essence Scatter: With 2 extra hexproof creatures (lawmage) and not the level of pump that you would see in other colors, this deck is mainly afraid of big creatures on the other side. Essence Scatter acts as semi-removal. Selesnya Charm: Most likely going to be in every version of this deck, just didn't quite put it in the core because the number varies. In this deck, it deals with creatures 5 power of greater most of the time for pesky gods that have been activated or just something bigger than your gladecover with etheral + unflinching. Jace, Architect of Thought: Could probably get more of this guy as he slows down opposing monsters, especially if they are trying to race so hard that they don't attack Jace. He also lets us dig through our deck for the auras we need.
Lands: I felt 6 scry was correct, but it might be 8 since this deck runs 3 essence scatter and 4 D-Sphere + Jace. 4 4 mana card is all so 22 seemed right.
Major considerations:
Aside from Jace as a 4 of for the 75, 1 more essence scatter, and some negates in the side, I think the major consideration is Gift of Orzhova. This deck wouldn't mind extra lifelink at all since it doesn't pack the same level of punch as other decks. Also, Azorius Charm should be considered for similar reasons, not to mention any deck running its colors should always have a good reason not to play it. Simic Charm seems to be a little worse than me, but the +3/+3 could come in handy. Kiora, the Crashing Wave is also a valid consideration, although I feel her abilities may be lackluster in this deck compared to Jace.
Adding red was easy because a Naya aura deck just went 7th at Star City Open: Atlanta. The changes I made from that deck was just -1 Ghor-Clan +1 Boros Charm and -1 Forest +1 Mountain (chained to the rocks consistency).
Ghor-clan Rampager: This card lets you get 4 damage in 90% of the time. The reason I cut one in favor of an extra boros charm is that if your opponent just board wiped, you can only play a very vulnerable creature with ghor-clan. Most opponenets won't walk into a ghor-clan once they see what type of deck you are playing, so unless you are threatening lethal, this card amounts to 4 to the face every single time, which is still awesome. Madcap Skills: Arguably the best enchantment in this deck in many games. Turn 1 Gladecover -> Turn 2 Madcap spells is death for most opponents. Gives evasion in most cases amd +3 power for only 2 mana. If you follow this up on turn 3 with unflinching courage and your opponent isn't running board wipes, they should probably just concede. Chained to the Rocks: Removal for creatures that pumps ethereal armor. If only stormbreath didn't have pro-white... Selesnya Charm: Gets rid of huge dudes, provides that extra boost and combat trick, and provides instant speed blockers in all out races. Boros Charm: An absolute HOUSE in this deck. When compared to Ghor-clan, they both deal 4 to the face. Difference is, Boros Charm can still do it the turn after a board wipe for control matchups where you ALMOST got there but not quite. O yeah, this card also saves you from those board wipes. Finally, when combined with madcap skills on a witchstalker or a gladecover with ANYTHING else, the double strike option will generally do more than 4 damage.
Major Considerations: Gift of Orzhova: Against creature heavy matchups, this is a solid side in for madcap since its value goes down. Domri Rade: Seems EXTREMELY counter-intuitive with such a low creature count. However, low mana cost and can lead to big swings with his -2. Also, since this version of the deck lacks scry entirely, Domri at least lets you see your next card if you aren't fighting to potentially plan your strategy around that. Weak consideration, but consideration nonetheless.
This is probably my sketchiest deck idea. Black without Thoughtseize and removal? Preposterous...
It should be noted I also think Jund is the WORST route by far for this deck.
Gift of Orzhova: Seems better than aqueous form, worse than madcap. This card is a sideboard card in the other 2 decks most likely, but being black white and having not much better makes it mainboard in this deck. Orzhov Charm: Can save your massive creature from removal (amazing against control verdict) and can bring back your gladecover. Also serves as the only real removal in this deck. While I've never really loved this charm, this is the one spot for it if that spot exists. Underworld Connections: Buffs ethereal armor and draws cards. Amazing card. Selesnya Charm: 2 of because orzhov charm also serves as instant speed removal and, basically, I wanted 4 of the next card... Grisly Salvage: To me, this is the only reason to actually consider going black. This is the card that lets you keep enchantment heavy hands that don't have a creature. This decks biggest problem regardless of color you choose will be, to me, inconsistency. Grisly salvage helps with that.
Considerations: Thoughtseize, Ultimate Price, Doom Blade, Abrupt Decay, Hero's Downfall, and Devour Flesh all for obvious reasons. The card in there that most screams PLAY ME is Thoughtseize, but I think the strength of this deck is when it curves out, it can't be beat (just like GW auras) against most decks, thats why I like Thoughtseize in the side...
Also, Blood Baron of Vizkopa. I really, really think he might be good in this deck. Now, while that may seem HIGHLY counterintuitive since this is an aura deck and he literally can't be enchanted by a single one of our auras, that wouldn't be the role he would serve. We would already have a hexproof creature with auras on it. That is just 1 creature that can't block when it swings. Blood Baron serves as a great blocker that is still hexproof to pretty much all removal in the format and can gain that extra life that is so necessary. Again, against esper control as well, it is very possible with the lifelink auras that you will have gotten to 30+ and they are under 10. If they verdict and you don't have orzhov charm, you can drop blood baron who blanks most removal and will now end the game the next turn.
Fleecemane Lion: Semi-weak in a deck with only 22 lands, but landing fleecemane as worst gives you at blocker and most of the time will give you options. Also of note, against slower decks, fleecemane wacks pretty hard early on. The other reason he wants to be played is because this deck before he is added has 18 3CMC cards, 8 2CMC cards, and 8 1CMC cards. Having an extra 2 drop doesn't hurt. Gift or Orzhova: With fewer options to choose from for enchantments, this card starts to look real nice. Lifelink, evasion, and +1/+1 for 3 mana is not bad at all. Selesnya Charm: Removal of the bigs and pump is not bad. 4 of because fewer cards to choose from because this card isn't particularly strong in this deck. Ajani, Caller of the Pride: His -3 straight up ends games. More than that, even, his +1 sets up for his -3 to be even sweeter, especially when you are running... Trollhide: If you are running hexproof auras, I think 16 enchantments is the way to go. In other colors, we had 4 of those enchantments being used for utility while they still pump ethereal armor. In G/W, we lack a great option in that respect. We also lack the card draw of black from connections and salvage, the explosiveness of red with madcap/boros charm/ghor-clan, and the filter (aqueous form) and control (essence scatter/D-sphere) of blue. That being said, we are running the most creatures in the G/W variety but is it most important for those creatures to be powerful and have the ability to keep us in the game with lifelink for which we have 8 enchantments. Since it is so essential for our creatures to stick and avoid board wipes, double blocks killing them, etc. that is why we turn our scouts and witchstalkers into mini-fleecemanes and actually run the fleecemanes. With a trollhide on a scout/witchstalker with lifelink played with 5 mana down, that creature will survive board wipes. If we don't have the extra mana, we just have to survive one turn. From that point on, putting tokens on that creature with Ajani becomes EXTREMELY valuable, and as soon as we are ready, his -3 ends the game if he is still there.
Considerations: Rootborn Defense: If we aren't running trollhide, this keeps our creatures up. Spear of Heliod: Pumps our creatures, but also helps a ton with races. Once we have lifelink up on our creatures, we swing and gain life, they swing and have us lose it back but then they lose their creature. Heliod, God of the Sun: This card looks like he could be absolutely SICK in this deck. I wanted to sort of keep to a formula, but he really belongs in the deck. Worst case scenario, he never gets turned on and all he does is give you hexproof, lifelink'd, first strike'd creatures while providing endless waves of dudes with extra mana. Best case scenario, he also turns on with just an Ajani and Gift of Orzhova. The more and more I think about it, the sicker he becomes in this deck, even at 4 mana. Vigilance is just so strong on our creatures. If I were to add him, it would probably be as a 2 of, and I would drop 4 trollhide's and add 2 lands as well so it was more likely fleecemane would go monstrous and since heliod is already indestructible.
Standard deck creation subforum has a lengthy discussion about the archetype and includes more results. There are many interesting proposals put forth here, but i've tried almost every single one of them and most of the proposals have problems that you haven't anticipated. Rather than discuss 30 different cards that have already been discussed i invite you to find the hexproof thread in standard deck creation. There's plenty of discussion there.
A) Locks the opponent into tapping low to waste mana on an important permanent, or more likely
B) Forces a targeted sacrifice
Even answers Detention Sphere, earning back our auras
Doesn't hit multiple permanents, but given the above who cares
I'm open to counterarguments and experienced advice, but I can't see why this should be less than a 4-of (basically a Chained to the Rocks upgrade/replacement). Its primary function is as removal; the combo with E-Armor will come up on the turn it is played but for the most part will be irrelevant.
This balances out the green and makes for a nice curve:
Beyond this, I'm not 100% sure on which auras should come in or are worthy to be added. I do know that the mana for 2 colors as opposed to 3 is absolutely godly and should allow for a higher consistency in an archetype that has notorious consistency problems (which all combo decks have). So here's a naive stab at a maindeck for Selesnya Hexproof:
One really attractive thing about this manabase is that we get to bring in Mutavault, though 4 perhaps is a little greedy. It pumps Voice tokens and Eidolon for almost free, so I couldn't help myself.
Gift of Orzhova is really important as our substitute Madcap Skills. It is slower, but the lifelink and flight evasion should offset that somewhat. Redundancy with Courage will suck sometimes, but it can't always be Christmas.
Despite the somewhat anti-synergy with E-Armor and Eidolon, Ordeal of Nylea seems like a good 2-drop aura where we have none. While it's in play it counts for those auras, if we manage to sacrifice it then we get a pile of lands and thin the deck slightly, and if the opponent answers it then that lures away an answer to our more important auras. The big problem is that Scout into Ordeal gets stuffed easily by Ash Zealot, Mutavault, and the like. So it will require other suiting up to cash in most of the time, which might make it a bad aura. I don't know.
Hunter's Prowess seems insane in this deck. It's expensive, but basically counts for our Revelation. Either we draw a lot of cards, or they lose a lot of cards. Some of both most of the time, would be my guess. Everything we do is sorcery-speed so it seems relatively safe from blowout.
Due to the aggression loss, Selesnya is probably worse against Mono-black than the Naya list. But I can't imagine it to be too terrible considering the Naya list made top 8 of GP Cincinnati.
3x Sylvan Caryatid
3x Witchstalker
3x Fleecemane Lion (or Hero of Iroas)
3x Fiendslayer Paladin
3x Leafcrown Dryad
3x Gods Willing
4x Selesnya Charm
2x Bow of Nylea
3x Gift of Orzhova
4x Ethereal Armor
4x Unflinching Courage
3x Selesnya Guilgate/Temple of Plenty
7x Forest
7x Plains
3x Skylasher
2x Pithing Needle
2x Revoke Existence
3x Rootborn Defenses
2x Celestial Flare
Gladecover Scout - From my experience, this creature here is really my go to guy to win. Basically just pump him and overwhelm your opponent
Witchstalker - Well, he's more of a long game attacker/blocker in the event G-Scout is not yet that pumped up. You have the option to pump him too. But usually by the time I can cast him, I have auras that I prefer to pump G-Scout.
Fiendslayer Paladin - Since the meta in our shops has a high density of black and red decks, he's in the mainboard and is really helpful, especially the lifelink and first strike.
Sylvan Caryatid - Blocker and mana ramp.
Fleecemane Lion - I haven't really had the chance to make him monstrous because by the time I do have mana to spare, G-Scout is pumped to the max and wins me the game so i'm planning to change him to Hero of Iroas to help with the casting cost of Auras
Leafcrown Dryad - I kept it instead of Eidolon of countless battles due to it's reach ability and 2cc to cast.
The spells and enchantments are pretty self-explanatory. With regards to the bow of nylea, you opt to use spear of heliod if you like. the deathtouch and trample from unflinching courage really made an impact in the games I played.
Sideboard:
Pithing Needle - for pesky Planeswalker and other activated abilities of cards
Revoke Existence - for those pesky gods and underworld connections.
Rootborn Defense - anti-board wipes, especially against control deck
Celestial flare - for midrange decks but i'm planning to change this but haven't thought of a better card.
Mistcutter & Skylasher - Monoblue and Azorious control. haha.
So here's my version of Selensya Hexproof deck. Hope you like it and play it. Thanks for your time.
I agree with you on the 3-ofs... a hexproof deck with less than 4 witchstalkers is a bit of a joke. On that same note, the caryatids should be replaced with elvish mystics. Youre not ramping into a turn 4 play on turn 3 (caryatid), but you can ramp a turn 3 on turn 2 (elvish + witchstalker).
Leafcrown Dryad should be replaced with something more impactful in my opinion.
As far as Bow in the deck, its good. In longer game 1s where you have a slow start (or are against a big nasty midrange deck) Bow + Ethereal Armor + Unflinching Courage = Unstoppable Attacking Machine. If those 3 pieces are on even a gladecover you have yourself a (minimum) 6/6 first strike, lifelink, trample, deathtouch attacker. This means your opponent needs to blow with enough creatures that 6 can die (first strike + death touch) and then still be able to dish out 6 damage after first-strike resolves.
G/R monsters is a more real thing these days, I suggest trading the side-board celestial flares for Holy Mantle. The protection from creatures means unblockability.
Thirst for Knowledge % to hit artifact
4 Gladecover Scout
4 Voice of Resurgence
4 Witchstalker
4 Ethereal Armor
4 Unflinching Courage
From there, the route you go with the deck can vary greatly. I'm going to propose what I think are a few different options each with its own post.
4 Gladecover Scout
4 Voice of Resurgence
4 Witchstalker
2 Ascended Lawmage
Enchantments
4 Aqueous Form
4 Ethereal Armor
4 Unflinching Courage
4 Detention Sphere
3 Essence Scatter
3 Selesnya Charm
Planeswalkers:
2 Jace, Architect of Thought
Lands
4 Temple Garden
4 Breeding Pool
4 Hallowed Fountain
3 Temple of Mystery
3 Temple of Plenty
2 Forest
1 Plains
1 Island
Ascended Lawmage: Provides an extra hexproof creature. While seemingly overcosted, we are not really concerned with the toughness of our creatures since they will be getting pumped, so this is 4 mana for 3 power that can fly compared to 3 mana for 3 power that gets tokens when certain spells are cast on your turn.
Aqueous Form: Gives our ground creatures that much needed evasion. Also, while an early play on gladecover may seem loose, attacking with that gladecover will allow you to scry to the more needed cards.
Detention Sphere: The main reason to run blue. Detention sphere removes most threats you wouldn't be able to deal with, most likely deals with pack rat in mono black, and as a bonus adds to ethereal amor.
Essence Scatter: With 2 extra hexproof creatures (lawmage) and not the level of pump that you would see in other colors, this deck is mainly afraid of big creatures on the other side. Essence Scatter acts as semi-removal.
Selesnya Charm: Most likely going to be in every version of this deck, just didn't quite put it in the core because the number varies. In this deck, it deals with creatures 5 power of greater most of the time for pesky gods that have been activated or just something bigger than your gladecover with etheral + unflinching.
Jace, Architect of Thought: Could probably get more of this guy as he slows down opposing monsters, especially if they are trying to race so hard that they don't attack Jace. He also lets us dig through our deck for the auras we need.
Lands: I felt 6 scry was correct, but it might be 8 since this deck runs 3 essence scatter and 4 D-Sphere + Jace. 4 4 mana card is all so 22 seemed right.
Major considerations:
Aside from Jace as a 4 of for the 75, 1 more essence scatter, and some negates in the side, I think the major consideration is Gift of Orzhova. This deck wouldn't mind extra lifelink at all since it doesn't pack the same level of punch as other decks. Also, Azorius Charm should be considered for similar reasons, not to mention any deck running its colors should always have a good reason not to play it. Simic Charm seems to be a little worse than me, but the +3/+3 could come in handy. Kiora, the Crashing Wave is also a valid consideration, although I feel her abilities may be lackluster in this deck compared to Jace.
4 Gladecover Scout
4 Voice of Resurgence
4 Witchstalker
2 Ghor-Clan Rampager
Enchantments
4 Chained to the Rocks
4 Ethereal Armor
4 Madcap Skills
4 Unflinching Courage
4 Boros Charm
4 Selesnya Charm
Lands
4 Temple Garden
4 Stomping Ground
4 Sacred Foundry
4 Temple of Plenty
2 Temple of Abandon
2 Forest
2 Mountain
Adding red was easy because a Naya aura deck just went 7th at Star City Open: Atlanta. The changes I made from that deck was just -1 Ghor-Clan +1 Boros Charm and -1 Forest +1 Mountain (chained to the rocks consistency).
Ghor-clan Rampager: This card lets you get 4 damage in 90% of the time. The reason I cut one in favor of an extra boros charm is that if your opponent just board wiped, you can only play a very vulnerable creature with ghor-clan. Most opponenets won't walk into a ghor-clan once they see what type of deck you are playing, so unless you are threatening lethal, this card amounts to 4 to the face every single time, which is still awesome.
Madcap Skills: Arguably the best enchantment in this deck in many games. Turn 1 Gladecover -> Turn 2 Madcap spells is death for most opponents. Gives evasion in most cases amd +3 power for only 2 mana. If you follow this up on turn 3 with unflinching courage and your opponent isn't running board wipes, they should probably just concede.
Chained to the Rocks: Removal for creatures that pumps ethereal armor. If only stormbreath didn't have pro-white...
Selesnya Charm: Gets rid of huge dudes, provides that extra boost and combat trick, and provides instant speed blockers in all out races.
Boros Charm: An absolute HOUSE in this deck. When compared to Ghor-clan, they both deal 4 to the face. Difference is, Boros Charm can still do it the turn after a board wipe for control matchups where you ALMOST got there but not quite. O yeah, this card also saves you from those board wipes. Finally, when combined with madcap skills on a witchstalker or a gladecover with ANYTHING else, the double strike option will generally do more than 4 damage.
Major Considerations:
Gift of Orzhova: Against creature heavy matchups, this is a solid side in for madcap since its value goes down.
Domri Rade: Seems EXTREMELY counter-intuitive with such a low creature count. However, low mana cost and can lead to big swings with his -2. Also, since this version of the deck lacks scry entirely, Domri at least lets you see your next card if you aren't fighting to potentially plan your strategy around that. Weak consideration, but consideration nonetheless.
4 Gladecover Scout
4 Voice of Resurgence
4 Witchstalker
Enchantments
4 Ethereal Armor
4 Unflinching Courage
4 Gift of Orzhova
4 Underworld Connections
2 Selesnya Charm
4 Grisly Salvage
4 Orzhov Charm
Lands
4 Temple Garden
4 Godless Shrine
4 Overgrown Tomb
4 Temple of Silence
4 Temple of Plenty
2 Forest
This is probably my sketchiest deck idea. Black without Thoughtseize and removal? Preposterous...
It should be noted I also think Jund is the WORST route by far for this deck.
Gift of Orzhova: Seems better than aqueous form, worse than madcap. This card is a sideboard card in the other 2 decks most likely, but being black white and having not much better makes it mainboard in this deck.
Orzhov Charm: Can save your massive creature from removal (amazing against control verdict) and can bring back your gladecover. Also serves as the only real removal in this deck. While I've never really loved this charm, this is the one spot for it if that spot exists.
Underworld Connections: Buffs ethereal armor and draws cards. Amazing card.
Selesnya Charm: 2 of because orzhov charm also serves as instant speed removal and, basically, I wanted 4 of the next card...
Grisly Salvage: To me, this is the only reason to actually consider going black. This is the card that lets you keep enchantment heavy hands that don't have a creature. This decks biggest problem regardless of color you choose will be, to me, inconsistency. Grisly salvage helps with that.
Considerations:
Thoughtseize, Ultimate Price, Doom Blade, Abrupt Decay, Hero's Downfall, and Devour Flesh all for obvious reasons. The card in there that most screams PLAY ME is Thoughtseize, but I think the strength of this deck is when it curves out, it can't be beat (just like GW auras) against most decks, thats why I like Thoughtseize in the side...
Also, Blood Baron of Vizkopa. I really, really think he might be good in this deck. Now, while that may seem HIGHLY counterintuitive since this is an aura deck and he literally can't be enchanted by a single one of our auras, that wouldn't be the role he would serve. We would already have a hexproof creature with auras on it. That is just 1 creature that can't block when it swings. Blood Baron serves as a great blocker that is still hexproof to pretty much all removal in the format and can gain that extra life that is so necessary. Again, against esper control as well, it is very possible with the lifelink auras that you will have gotten to 30+ and they are under 10. If they verdict and you don't have orzhov charm, you can drop blood baron who blanks most removal and will now end the game the next turn.
4 Gladecover Scout
4 Voice of Resurgence
4 Fleecemane Lion
4 Witchstalker
4 Ethereal Armor
4 Trollhide
4 Unflinching Courage
4 Gift of Orzhova
4 Selesnya Charm
Planeswalkers
2 Ajani, Caller of the Pride
Lands
4 Temple Garden
4 Temple of Plenty
8 Forest
6 Plains
Fleecemane Lion: Semi-weak in a deck with only 22 lands, but landing fleecemane as worst gives you at blocker and most of the time will give you options. Also of note, against slower decks, fleecemane wacks pretty hard early on. The other reason he wants to be played is because this deck before he is added has 18 3CMC cards, 8 2CMC cards, and 8 1CMC cards. Having an extra 2 drop doesn't hurt.
Gift or Orzhova: With fewer options to choose from for enchantments, this card starts to look real nice. Lifelink, evasion, and +1/+1 for 3 mana is not bad at all.
Selesnya Charm: Removal of the bigs and pump is not bad. 4 of because fewer cards to choose from because this card isn't particularly strong in this deck.
Ajani, Caller of the Pride: His -3 straight up ends games. More than that, even, his +1 sets up for his -3 to be even sweeter, especially when you are running...
Trollhide: If you are running hexproof auras, I think 16 enchantments is the way to go. In other colors, we had 4 of those enchantments being used for utility while they still pump ethereal armor. In G/W, we lack a great option in that respect. We also lack the card draw of black from connections and salvage, the explosiveness of red with madcap/boros charm/ghor-clan, and the filter (aqueous form) and control (essence scatter/D-sphere) of blue. That being said, we are running the most creatures in the G/W variety but is it most important for those creatures to be powerful and have the ability to keep us in the game with lifelink for which we have 8 enchantments. Since it is so essential for our creatures to stick and avoid board wipes, double blocks killing them, etc. that is why we turn our scouts and witchstalkers into mini-fleecemanes and actually run the fleecemanes. With a trollhide on a scout/witchstalker with lifelink played with 5 mana down, that creature will survive board wipes. If we don't have the extra mana, we just have to survive one turn. From that point on, putting tokens on that creature with Ajani becomes EXTREMELY valuable, and as soon as we are ready, his -3 ends the game if he is still there.
Considerations:
Rootborn Defense: If we aren't running trollhide, this keeps our creatures up.
Spear of Heliod: Pumps our creatures, but also helps a ton with races. Once we have lifelink up on our creatures, we swing and gain life, they swing and have us lose it back but then they lose their creature.
Heliod, God of the Sun: This card looks like he could be absolutely SICK in this deck. I wanted to sort of keep to a formula, but he really belongs in the deck. Worst case scenario, he never gets turned on and all he does is give you hexproof, lifelink'd, first strike'd creatures while providing endless waves of dudes with extra mana. Best case scenario, he also turns on with just an Ajani and Gift of Orzhova. The more and more I think about it, the sicker he becomes in this deck, even at 4 mana. Vigilance is just so strong on our creatures. If I were to add him, it would probably be as a 2 of, and I would drop 4 trollhide's and add 2 lands as well so it was more likely fleecemane would go monstrous and since heliod is already indestructible.
I think this skeleton by Wrduardo is an objectively agreeable starting point:
4 Gladecover Scout
4 Voice of Resurgence
4 Witchstalker
4 Ethereal Armor
4 Unflinching Courage
I've been wanting to build around this card for awhile, and this seems like the perfect shell for it.
Soul Tithe
I'm open to counterarguments and experienced advice, but I can't see why this should be less than a 4-of (basically a Chained to the Rocks upgrade/replacement). Its primary function is as removal; the combo with E-Armor will come up on the turn it is played but for the most part will be irrelevant.
This balances out the green and makes for a nice curve:
4 Gladecover Scout
4 Voice of Resurgence
4 Witchstalker
4 Ethereal Armor
4 Soul Tithe
4 Unflinching Courage
Adding to the must-haves, I think this card fits perfectly as a top-end 4-cmc enchantment.
Eidolon of Countless Battles
I don't think 4 copies is anywhere near practical. 2 seems more reasonable.
4 Gladecover Scout
4 Voice of Resurgence
4 Witchstalker
4 Ethereal Armor
4 Soul Tithe
4 Unflinching Courage
2 Eidolon of Countless Battles
Beyond this, I'm not 100% sure on which auras should come in or are worthy to be added. I do know that the mana for 2 colors as opposed to 3 is absolutely godly and should allow for a higher consistency in an archetype that has notorious consistency problems (which all combo decks have). So here's a naive stab at a maindeck for Selesnya Hexproof:
4 Gladecover Scout
4 Voice of Resurgence
4 Witchstalker
Enchantments
4 Ethereal Armor
4 Soul Tithe
4 Unflinching Courage
4 Gift of Orzhova
2 Eidolon of Countless Battles
2 Ordeal of Nylea
2 Hunter's Prowess
Instant
2 Mending Touch
Land
6 Forest
4 Mutavault
6 Plains
4 Temple Garden
4 Temple of Plenty
One really attractive thing about this manabase is that we get to bring in Mutavault, though 4 perhaps is a little greedy. It pumps Voice tokens and Eidolon for almost free, so I couldn't help myself.
Gift of Orzhova is really important as our substitute Madcap Skills. It is slower, but the lifelink and flight evasion should offset that somewhat. Redundancy with Courage will suck sometimes, but it can't always be Christmas.
Despite the somewhat anti-synergy with E-Armor and Eidolon, Ordeal of Nylea seems like a good 2-drop aura where we have none. While it's in play it counts for those auras, if we manage to sacrifice it then we get a pile of lands and thin the deck slightly, and if the opponent answers it then that lures away an answer to our more important auras. The big problem is that Scout into Ordeal gets stuffed easily by Ash Zealot, Mutavault, and the like. So it will require other suiting up to cash in most of the time, which might make it a bad aura. I don't know.
Hunter's Prowess seems insane in this deck. It's expensive, but basically counts for our Revelation. Either we draw a lot of cards, or they lose a lot of cards. Some of both most of the time, would be my guess. Everything we do is sorcery-speed so it seems relatively safe from blowout.
Other interesting possibilities include: Hero of Iroas, Ordeal of Heliod, Forced Adaptation, Trollhide, Sunbond, Indestructibility, Pit Fight, Commune with the Gods, Prowler's Helm, Accorder's Shield, Gorgon's Head, Fireshrieker. A lot of these may not be main-deckable or even practical, I'm just brainstorming here. Sunbond seems like big game in this deck. Shield could be an effective singleton as well with all the lifelink.
Due to the aggression loss, Selesnya is probably worse against Mono-black than the Naya list. But I can't imagine it to be too terrible considering the Naya list made top 8 of GP Cincinnati.