Reviving Melody is nice against verdicts or edicts. Probably not maindeck though. Ever think about a single Ajani, Mentor of Heroes? Nice in longer games, and the selesnya version you're running has a much harder time wrapping the game up T4-6 than Naya.
As for Heroes, I find they are actually decent to sideboard IN. After your first game (assuming they saw all your creatures were hexproof), opponents will usually sideboard out all targeted removal, and you stand a decent chance of surprising them with a much faster kill.
No scout, no ethereal armor, no courage or gift, no boros or selesnya charm... yeah hexproof is unlikely to be viable post-rotation without serious devotion to the idea.
The Naya build only got marginally better with JOU. Mana Confluence is really the only card. A LOT of JOU cards made Selesnya better, and Mana Confluence really helps with the early double-costed cards.
There is no reason to run Chained to the Rocks now with Oppressive Rays available. T1 - scout. O rays also pumps E armor, and to keep mana up to block (and your opponent doesn't even know if they WILL be able to block if you play Courage, Gift, or Madcap Skills next turn), they have to abandon playing any sorcery-speed spells. A big early fatty can be a problem, yes. For that I would put Banishing Light in my sideboard (or run a couple of each if I'm only doing Selesnya, not Naya) and bring that in as a more permanent solution.
I agree Godsend is terrible. Imagine everything you can put onto your scout or archer on T3 and T4 that you won't be able to because you're wasting time playing the artifact and equiping it. Makes you much more vulnerable to a drown in sorry or anger of the gods.
With 9 lifelinking cards, you should be able to run shocklands and mana confluence better than any other deck. I'd go 12 shock, 4 mana confluence, 4 GW temples, and then a couple basics.
I'm looking at Aegis of the Gods for one of the non-hexproof slots. Leyline of Sanctity is a major sideboard card in the modern Aura Bogles. No sacrifice effects, no discard effects, no burn, no thoughtseize. Vulnerable to removal? Sure, but especially post sideboard, they may not have targeted removal, and even if they do, it's still two cards for them to do whatever it is to you they want to do.
I'm wondering if there's enough new good white and green to ditch the third color and go back to selesnya after JOU. Especially with another GG hexproof creature and the O-ring that doesn't require a mountain. That'll be the first thing I try out. And there's nothing really good in red - just mana confluence making the mana smoother. Which is a big deal, don't get me wrong, I'm just not sure I want to play the exact same deck with just a few different lands. (And I'm sure the price for mana confluence will be through the roof.)
Nice deck! Very similar to what I started out with in selesnya (although I had no VORs, too expensive!) Other cards to consider:
2 Alpha Authority - great on Hero and Selesnya knight tokens.
Swapping 2 Heros for 2 Fiendslayers maindeck.
2 Chained to the Rocks, maybe more in the sideboard
Overall I think it's a little too heavy on creatures. You have 4 more creatures than auras, when what you want to be doing is loading up auras on your creatures. In my experience, 16 is about the right number instead of 18.
I want to make a deck featuring Daring Thief and Battlefield Thaumaturge. The theme for Thief is having lesser-valued enchantment creatures, which I can trade for Gods, God weapons, enchantments, or creatures. The theme for the Thaumaturge is turning mass-targeting effects like Glimpse of the Sun God for cheap onto heroic creatures. Here's my best shot at a combined deck (assume 20 Azorius lands with such a low curve):
So 7 enchantment creatures with 2 Heliods to make enchantment creature tokens. 10 heroic creatures to cheat Glimpse the Sun God and Launch the Fleet on. Balance balance balance... Both seem low at first glance, but the more I've thought about it, I think it should lean more toward heroic creatures. The swap (a) is more situational - less likely for your opponent to have something to take at the right time; and (b) only needs to happen once to make a major difference. Heroic (a) is more useful at all times; and (b) works better the more creatures you have to do it. That would probably mean adding in the Battlewise Hoplites and taking out either the Hopeful Eidolons or the Nyxborn Shieldmates.
It looks very fun, but my biggest questions are (a) do you think this can work (as in hold its own at FNM and finish above average, not necessarily be competitive); (b) would it be better with a heavier balance toward the heroic creatures and Thaumaturge; (c) am I missing some clearly superior cards?
Here are two variations that focus solely on Thief or Thaumaturge
This is more fun than Thief. If a Thaumaturge gets out, I can attack with all my creatures, cast Glimpse or Gridlock to tap down blockers and trigger my own heroics, or Launch for more creatures (sadly, when I cast Launch, the tokens won't get Phalanx's counters from that heroic trigger). Doing that twice between turns 3 and 5 should be a win.
Target ENCHANTMENTS tbone, not target creatures. You attack, they send all your enchantments back to your hand and then block your suddenly naked gladecover scout.
Kiora's dismissal is pretty brutal against all hexproof aura decks. Best I can say about it is if hexproof stays pretty rogue, a lot of people won't play it, even in the sideboard.
As for Heroes, I find they are actually decent to sideboard IN. After your first game (assuming they saw all your creatures were hexproof), opponents will usually sideboard out all targeted removal, and you stand a decent chance of surprising them with a much faster kill.
I agree Godsend is terrible. Imagine everything you can put onto your scout or archer on T3 and T4 that you won't be able to because you're wasting time playing the artifact and equiping it. Makes you much more vulnerable to a drown in sorry or anger of the gods.
2 Alpha Authority - great on Hero and Selesnya knight tokens.
Swapping 2 Heros for 2 Fiendslayers maindeck.
2 Chained to the Rocks, maybe more in the sideboard
Overall I think it's a little too heavy on creatures. You have 4 more creatures than auras, when what you want to be doing is loading up auras on your creatures. In my experience, 16 is about the right number instead of 18.
3 Hopeful Eidolon
4 Favored Hoplite
4 Nyxborn Shieldmate
2 Hero of Iroas
4 Phalanx Leader
3 Battlefield Thaumaturge
3 Daring Thief
1 Ephara, God of the Polis
2 Heliod, God of the Sun
4 Hidden Strings
4 Glimpse the Sun God
3 Launch the Fleet
3 Triton tactics
MAYBEBOARD
1 God-Favored General
1 Battlewise Hoplite
1 Gridlock
1 Retraction Helix
1 Springleaf Drum
1 Thassa, God of the Sea
1 Eidolon of Countless Battles
So 7 enchantment creatures with 2 Heliods to make enchantment creature tokens. 10 heroic creatures to cheat Glimpse the Sun God and Launch the Fleet on. Balance balance balance... Both seem low at first glance, but the more I've thought about it, I think it should lean more toward heroic creatures. The swap (a) is more situational - less likely for your opponent to have something to take at the right time; and (b) only needs to happen once to make a major difference. Heroic (a) is more useful at all times; and (b) works better the more creatures you have to do it. That would probably mean adding in the Battlewise Hoplites and taking out either the Hopeful Eidolons or the Nyxborn Shieldmates.
It looks very fun, but my biggest questions are (a) do you think this can work (as in hold its own at FNM and finish above average, not necessarily be competitive); (b) would it be better with a heavier balance toward the heroic creatures and Thaumaturge; (c) am I missing some clearly superior cards?
Here are two variations that focus solely on Thief or Thaumaturge
4 Hopeful Eidolon
4 Nyxborn Shieldmate
2 Hero of Iroas
4 Phalanx Leader
4 God-Favored General
3 Meletis Astronomer
4 Daring Thief
3 Eidolon of Countless Battles
2 Heliod, God of the Sun
4 Hidden Strings
4 Ethereal Armor
3 Triton Tactics
MAYBEBOARD
1 Retraction Helix
1 Springleaf Drum
1 Gridlock
1 Mizzium Skin
1 Thassa, God of the Sea
More straightforward, but less fun. Almost everything's an enchantment - which is why Meletis Astronomer goes in and ethereal armor. Very few spells.
3 Hopeful Eidolon
4 Favored Hoplite
3 Hero of Iroas
4 Phalanx Leader
4 Battlefield Thaumaturge
4 Battlewise Hoplite
3 Eidolon of Countless Battles
4 Hidden Strings
3 Glimpse the Sun God
3 Gridlock
3 Launch the Fleet
2 Mizzium Skin
1 Ajani's Presence
1 Triton Tactics
This is more fun than Thief. If a Thaumaturge gets out, I can attack with all my creatures, cast Glimpse or Gridlock to tap down blockers and trigger my own heroics, or Launch for more creatures (sadly, when I cast Launch, the tokens won't get Phalanx's counters from that heroic trigger). Doing that twice between turns 3 and 5 should be a win.