Angelic Exaltation is very strong when your gameplan is to sit there with ground blockers while 1 evasive guy gets there.
You could also go with Gruul midrange splashing black for Get the Point, Captive Audience, and Dead Revels. The blue splash doesn't seem worth it compared to the hit your manabase takes.
When I play basketball, I just want to have casual conversation in the sun and take cool shots from different places in the court, but my friend wants to block my shots and try to get as many baskets as he can. What should I do?
The problem you describe is not specific to Magic. It can happen with "casual" play of any game, because different people have a different idea of what "casual" means. Some people are just more competitive than others and want to Go for the Throat every time. Others want something relaxed and slower where they can joke around with their friends and not feel too much pressure to be competitive, maybe have the time to set up fun flashy things. You can't force your friend to view the game the same way you do. Both are valid perspectives. He just wants a more competitive version of the game than you do. You're best off finding other players who want to play the game the way you do so you can all equally enjoy it. If your circle of players is limited, you could try changing the format or imposing house rules so your friend can't build as oppressive decks. Modern isn't the only format.
To answer your questions:
(1) Format restrictions. You can also establish your own house rules. Ban cards that are "unfun" to play against. Impose a budget restriction on decks (e.g. $50, $100). Budget is usually what stops kitchen tables from turning into Tier 1. It also poses a different kind of deckbuilding puzzle challenge for competitive types.
(2) No. Most cards are bad. That's part of the puzzle. How is anyone going to have fun playing Pearled Unicorn or Chub Toad? Another fun part of the puzzle is figuring out ways to break cards that should be bad, but are actually good in specific decks. If you want to play with a wider pool of cards, look at singleton formats like Brawl and Commander. Because you can only play with 1 copy of each card in your deck, you're forced to play a much wider pool of cards, which makes a lot more cards playable. That's why Commander is so popular.
(3) For fast decks especially, yes. That's why most players choose to go first when they win the die roll. Playing a best-of-3 fixes that somewhat. Still, each of you should be going first 50% of the time so it shouldn't matter. If you don't like the randomness of the die roll, look at other formats. In multiplayer and Commander and Brawl, the first turn advantage matters much less.
(4) That's part of the game. You're not building decks to play in a vaccuum against ghost players. You're building decks to play against your friends. Choose cards that work well against your friends. Don't include cards if they're not good against what your friends play. If your friend plays fast decks, don't just play 7-mana bombs, play cards that stop fast decks.
The bigger problem is you're playing 60-card 1v1 casual Modern. That's not a well-defined casual format. It's just Modern for people who can't afford Tier 1 decks, but it encourages players to build as close to Tier 1 Modern as possible. I think you'll enjoy multiplayer formats and singleton formats a lot more.
Preordain and Ponder are great cheap spells to help you find the cards you need and fill up your graveyard faster for your Drakes. Thought Scour may be good too.
Fault Line lets you play at instant speed so you can hold up counterspells or Fact of Fiction and play your kill spells at the end of their turn.
Rune Snag might be more flexible than Essence Scatter, letting you counter noncreature spells too. It depends on your playgroup, but currently most of your cards only deal with creatures and you have few answers to noncreatures.
It's tough to build good manabases for three color decks. It either means expensive lands or budget dual lands (with a lot of text). Also the decisions tend to be more complex (cantrips to dig into lands, knowing which cards to turn away and which to keep, and knowing how to sequence your land drops to play the spells you need). Playing 7 of each basic land means she will not get to cast her spells most games, which will be frustrating.
IMO she's better starting with 2 colors. White can kill creatures too, so maybe cut the black. Also avoid too many cards with double-colored mana costs because they will be harder to cast with a simple manabase.
Here are some good cards to consider that aren't too expensive to buy:
Swords to Plowshares (amazing instant kill spell, not too pricey, and the new versions using "exile" have less text) Sunlance (another cheap kill spell) Pacifism (another "kill spell") Counterspell/Cancel/Mana Leak (countermagic with little text) Inspiration (instant card draw - if she doesn't care about end of turn plays then Divination is fine) Sphinx's Revelation (life gain and card draw) Day of Judgment (mass kill spell with little text) Serra Angel (classic creature win condition) Man-o'-War (returns creature to their hand, easier to cast than Aether Adept) Cloudblazer (if this is not too much text for her, life gain and card draw and a flying creature all in one!) Mahamoti Djinn (old classic flying win condition) Rhox Faithmender (might be too much text, but doubling lifegain is a simple concept and good math practice too)
Mesa Unicorn, Seraph of the Dawn, Bishop's Soldier, and Aerial Responder are great cheap lifelink creatures for her to play
Felidar Sovereign might be too much text and unnecessarily complex with the alternate win condition? Up to you. If she wants to win with lifegain then this could be a fun 1-of.
Healer's Hawk, Dawnstrike Paladin, Catalog, Lifelink, Champion of Arashin, and even Sungrace Pegasus are pretty bad cards. I would not bother running them.
Knight of Meadowgrain is a great creature but it's harder to cast and First Strike makes combat more complicated. More Mesa Unicorn might be good enough.
Skyshroud Claim is a great way to jump from 4 to 6 mana in a monogreen deck. It also finds Cinder Glade if you happened to naturally draw Kessig Wolf Run! I'd play this before Khalni Heart Expedition, which is very dependant on you having 3 more lands for it to do anything. Khalni doesn't help if you're short on lands.
I'd cut Concordant Crossroads too, because it helps opponents too much.
4 Arbor Elf + Utopia Sprawl/Wild Growth + Garruk is a strong mana engine for green devotion, which you can feed into a big Genesis Wave. If you're on the ramp + Genesis Wave plan, I would max out on Arbor Elf and run some Eternal Witness. They support Devotion, bring back dead things, and also let you chain Genesis Wave. If you're not on the ramp + Genesis Wave plan, then I would just cut Genesis Wave for some other green card draw instead.
I loved the old Enchantress decks around Urza's Block. The deck has evolved a lot since then with all the new cards printed over the years. These newer players may not understand where your deck is coming from, but those were the best enchantments to run back then and Killer Bees used to be a real threat back in the day.
Over the last 20 years, creatures have gotten better. You no longer need fragile things like Scryb Sprites and Killer Bees just to have flying/evasion in green. Silhana Ledgewalker attacks as though it has flying and also dodges enemy removal too! Troll Ascetic and Thrun, the Last Troll don't fly but are very hard to kill and great to stick Ancestral Mask + Rancor on.
There are also indestrucible Gods like Nylea, God of the Hunt. You need Devotion (enough green mana symbols on cards you have in play), but that's not too hard with all the enchantments and you end up with an almost-unkillable 6/6 for 4 that can grow with extra mana. It also counts as an Enchantment spell for your Enchantresses!
Eidolon of Blossoms is a new Enchantress effect that's both a creature and an Enchantment! It's more fragile and costs 4 mana, so you only want 1-2 copies, but it's pretty cool that it triggers other Enchantress effects and draws a card off itself. Even if it gets killed right away, you still got a card out of it.
Utopia Sprawl has become Wild Growths 5-8 and is probably better than Vineyard (doesn't give opponent mana).
Some enchantress decks will try to ramp to big mana with Serra's Sanctum and use it to cast the most ridiculous creature ever printed: Emrakul, the Aeons Torn. It's 15 mana, but it also pretty much wins the game if you ever cast it (you take an extra turn, then you attack for 15 flying and they sacrifice 6 permanents...).
These days Enchantress commonly splashes white for control pieces like Solitary Confinement (you draw so many cards off the enchantress engine that you can skip your draw step and still feed cards to Confinement), Sigil of the Empty Throne (makes 4/4 Angels!), Sterling Grove (protection/tutor), and Banishing Light (catch-all removal). But it's also fun to play the beatdown version with Ancestral Mask + Rancor, and you can do that well in monogreen with better creatures than Scryb Sprites and Killer Bees.
You won't even need to go infinite. You can just use Rishadan Port or Opposition on the Donated Sorrows Paths and Cities to slowly ping him away and also wipe his board.
You have a lot of big creatures but not enough early-game cards and very little draw engine.
He's got 12 ramp spells that cost 3 mana or less. 6 are also creatures that can chump block. Plus he has 3 1 cmc walls that scale as he ramps, and Dungrove Elders that also scale as he ramps. That's his early game. I think that's enough early game for a ramp deck.
IMO his bigger vulnerability is a lack of midrange. He's got a lot of early ramp and a lot of fatties, but not much going on at 4-5 cmc. If he doesn't get up to 6 lands then his deck really fizzles out. Vivien Reid should help. He has Momentous Fall for card draw, but it's only useful when he already has a fatty out, not while he's trying to hit 6 mana. Harmonize might be better. It won't have that blowout of sometimes drawing 6+ cards and gaining a ton of life, but it will always draw him cards even when he doesn't have a scary threat on the board or hasn't hit more than 4 lands yet.
The land searches in your deck only find a "basic land", so they cannot find Cinder Glade. Only the Primeval Titan and Sylvan Primordial can. Why not just run 1 Mountain instead of Cinder Glade? Then you can search it if you need it or get Forests otherwise. With just one Mountain in the whole deck, the effect on Dungrove Elder and Traproot Kami should be negligible.
For the 3, there are a lot of good choices. I would choose Nylea, Vivien Reid and Thornling. Nylea gives Dungrove Elder and Sylvan Primordial trample and makes your small guys into threats too. Vivien Reid draws gas and kills things - very useful. Thornling is just a great beatstick and diversifies your threats so you have something that doesn't die to Day of Judgment.
A haste enabler (Surrak or Akroma's Memorial) is tempting, but as a 1-of you won't see it very often. Surrak curves out better with your threats but is fragile and will eat removal first (especially since your other guys resist removal). Akroma's Memorial is a great card, but the main things you want to give haste cost less and might already be in play so I don't like it here.
Umezawa's Jitte, Sword of Fire and Ice, and Sword of Feast and Famine are probably the best equipments in the game to put on a cheap unblockable creature. They don't have the same raw power boost for mana cost like Bonesplitter and others, but they give you a huge advantage in the game as long as you put them on a creature that will go unblocked. They're even better with Invisible Stalker because it's hexproof!
1 Senate Guildmage
1 Concordia Pegasus
1 Wall of Lost Thoughts
1 Tenth District Veteran
1 Vizkopa Vampire
1 Aeromunculus
1 Senate Courier
1 Senate Griffin
1 Sphinx of New Prahv
2 Skitter Eel
1 Lumbering Battlement
1 Azorius Knight-Arbiter
1 Knight of Sorrows
1 Archway Angel
1 Shimmer of Possibility
1 Summary Judgment
1 Titanic Brawl
1 Bring to Trial
1 Thought Collapse
1 Azorius Locket
1 Angelic Exaltation
1 Sphinx's Insight
1 Precognitive Perception
//Lands: 17
3 Simic Guildgate
8 Plains
7 Island
1 Rampaging Rendhorn
1 Expose to Daylight
1 Eyes Everywhere
1 Thought Collapse
1 Dovin's Acuity
1 Watchful Giant
Curve:
2 - cccsss
3 - ccccsss
4 - ccccss
5 - ccs
6 - c
Flyers/Unblockable: 7
Removal: 4 (+2 SB)
Draw: 4
Angelic Exaltation is very strong when your gameplan is to sit there with ground blockers while 1 evasive guy gets there.
You could also go with Gruul midrange splashing black for Get the Point, Captive Audience, and Dead Revels. The blue splash doesn't seem worth it compared to the hit your manabase takes.
The problem you describe is not specific to Magic. It can happen with "casual" play of any game, because different people have a different idea of what "casual" means. Some people are just more competitive than others and want to Go for the Throat every time. Others want something relaxed and slower where they can joke around with their friends and not feel too much pressure to be competitive, maybe have the time to set up fun flashy things. You can't force your friend to view the game the same way you do. Both are valid perspectives. He just wants a more competitive version of the game than you do. You're best off finding other players who want to play the game the way you do so you can all equally enjoy it. If your circle of players is limited, you could try changing the format or imposing house rules so your friend can't build as oppressive decks. Modern isn't the only format.
To answer your questions:
(1) Format restrictions. You can also establish your own house rules. Ban cards that are "unfun" to play against. Impose a budget restriction on decks (e.g. $50, $100). Budget is usually what stops kitchen tables from turning into Tier 1. It also poses a different kind of deckbuilding puzzle challenge for competitive types.
(2) No. Most cards are bad. That's part of the puzzle. How is anyone going to have fun playing Pearled Unicorn or Chub Toad? Another fun part of the puzzle is figuring out ways to break cards that should be bad, but are actually good in specific decks. If you want to play with a wider pool of cards, look at singleton formats like Brawl and Commander. Because you can only play with 1 copy of each card in your deck, you're forced to play a much wider pool of cards, which makes a lot more cards playable. That's why Commander is so popular.
(3) For fast decks especially, yes. That's why most players choose to go first when they win the die roll. Playing a best-of-3 fixes that somewhat. Still, each of you should be going first 50% of the time so it shouldn't matter. If you don't like the randomness of the die roll, look at other formats. In multiplayer and Commander and Brawl, the first turn advantage matters much less.
(4) That's part of the game. You're not building decks to play in a vaccuum against ghost players. You're building decks to play against your friends. Choose cards that work well against your friends. Don't include cards if they're not good against what your friends play. If your friend plays fast decks, don't just play 7-mana bombs, play cards that stop fast decks.
The bigger problem is you're playing 60-card 1v1 casual Modern. That's not a well-defined casual format. It's just Modern for people who can't afford Tier 1 decks, but it encourages players to build as close to Tier 1 Modern as possible. I think you'll enjoy multiplayer formats and singleton formats a lot more.
Lightning Bolt is better than Shock, Lightning Strike and Searing Spear. Burst Lightning is pretty good too.
Preordain and Ponder are great cheap spells to help you find the cards you need and fill up your graveyard faster for your Drakes. Thought Scour may be good too.
Fault Line lets you play at instant speed so you can hold up counterspells or Fact of Fiction and play your kill spells at the end of their turn.
Rune Snag might be more flexible than Essence Scatter, letting you counter noncreature spells too. It depends on your playgroup, but currently most of your cards only deal with creatures and you have few answers to noncreatures.
These cards are all great in storm (but banned in Modern to lower the power level of Storm): Gitaxian Probe, Ponder, Preordain, Rite of Flame, Seething Song, Chrome Mox
These cards are from older sets not in Modern but very strong in storm: Lotus Petal, Brain Freeze, Mystical Tutor, Burning Wish, Helm of Awakening, Brainstorm, Mind's Desire, Bonus Round, Turnabout, High Tide, Time Spiral, Wheel of Fortune, Windfall
Black offers powerful choices too: Dark Ritual, Tendrils of Agony, Infernal Tutor, Cabal Ritual, Dark Petition, Ill-Gotten Gains, Duress (proactive protection) - but going black might turn it into a completely different deck, maybe not what you want
IMO she's better starting with 2 colors. White can kill creatures too, so maybe cut the black. Also avoid too many cards with double-colored mana costs because they will be harder to cast with a simple manabase.
Here are some good cards to consider that aren't too expensive to buy:
Swords to Plowshares (amazing instant kill spell, not too pricey, and the new versions using "exile" have less text)
Sunlance (another cheap kill spell)
Pacifism (another "kill spell")
Counterspell/Cancel/Mana Leak (countermagic with little text)
Inspiration (instant card draw - if she doesn't care about end of turn plays then Divination is fine)
Sphinx's Revelation (life gain and card draw)
Day of Judgment (mass kill spell with little text)
Serra Angel (classic creature win condition)
Man-o'-War (returns creature to their hand, easier to cast than Aether Adept)
Cloudblazer (if this is not too much text for her, life gain and card draw and a flying creature all in one!)
Mahamoti Djinn (old classic flying win condition)
Rhox Faithmender (might be too much text, but doubling lifegain is a simple concept and good math practice too)
Mesa Unicorn, Seraph of the Dawn, Bishop's Soldier, and Aerial Responder are great cheap lifelink creatures for her to play
Felidar Sovereign might be too much text and unnecessarily complex with the alternate win condition? Up to you. If she wants to win with lifegain then this could be a fun 1-of.
Healer's Hawk, Dawnstrike Paladin, Catalog, Lifelink, Champion of Arashin, and even Sungrace Pegasus are pretty bad cards. I would not bother running them.
Knight of Meadowgrain is a great creature but it's harder to cast and First Strike makes combat more complicated. More Mesa Unicorn might be good enough.
There are also creature options like Yavimaya Dryad (which can put a Forest into play on your side, including Cinder Glade), Nissa, Vastwood Seer (finds a land then flips into a planeswalker later), Ranging Raptors, Silverglade Elemental, or Wild Wanderer. Or you could just play more Yavimaya Elders.
I'd cut Concordant Crossroads too, because it helps opponents too much.
4 Arbor Elf + Utopia Sprawl/Wild Growth + Garruk is a strong mana engine for green devotion, which you can feed into a big Genesis Wave. If you're on the ramp + Genesis Wave plan, I would max out on Arbor Elf and run some Eternal Witness. They support Devotion, bring back dead things, and also let you chain Genesis Wave. If you're not on the ramp + Genesis Wave plan, then I would just cut Genesis Wave for some other green card draw instead.
Khalni Hydra might be good here.
Aspect of Hydra is good if you want to go beatdown, but not good if you're more of a Genesis Wave ramp deck.
I loved the old Enchantress decks around Urza's Block. The deck has evolved a lot since then with all the new cards printed over the years. These newer players may not understand where your deck is coming from, but those were the best enchantments to run back then and Killer Bees used to be a real threat back in the day.
Over the last 20 years, creatures have gotten better. You no longer need fragile things like Scryb Sprites and Killer Bees just to have flying/evasion in green. Silhana Ledgewalker attacks as though it has flying and also dodges enemy removal too! Troll Ascetic and Thrun, the Last Troll don't fly but are very hard to kill and great to stick Ancestral Mask + Rancor on.
There are also indestrucible Gods like Nylea, God of the Hunt. You need Devotion (enough green mana symbols on cards you have in play), but that's not too hard with all the enchantments and you end up with an almost-unkillable 6/6 for 4 that can grow with extra mana. It also counts as an Enchantment spell for your Enchantresses!
Eidolon of Blossoms is a new Enchantress effect that's both a creature and an Enchantment! It's more fragile and costs 4 mana, so you only want 1-2 copies, but it's pretty cool that it triggers other Enchantress effects and draws a card off itself. Even if it gets killed right away, you still got a card out of it.
Utopia Sprawl has become Wild Growths 5-8 and is probably better than Vineyard (doesn't give opponent mana).
Oath of Nissa can help dig for cards early.
Some enchantress decks will try to ramp to big mana with Serra's Sanctum and use it to cast the most ridiculous creature ever printed: Emrakul, the Aeons Torn. It's 15 mana, but it also pretty much wins the game if you ever cast it (you take an extra turn, then you attack for 15 flying and they sacrifice 6 permanents...).
These days Enchantress commonly splashes white for control pieces like Solitary Confinement (you draw so many cards off the enchantress engine that you can skip your draw step and still feed cards to Confinement), Sigil of the Empty Throne (makes 4/4 Angels!), Sterling Grove (protection/tutor), and Banishing Light (catch-all removal). But it's also fun to play the beatdown version with Ancestral Mask + Rancor, and you can do that well in monogreen with better creatures than Scryb Sprites and Killer Bees.
Bazaar Trader is an efficient Donate effect.
You won't even need to go infinite. You can just use Rishadan Port or Opposition on the Donated Sorrows Paths and Cities to slowly ping him away and also wipe his board.
He's got 12 ramp spells that cost 3 mana or less. 6 are also creatures that can chump block. Plus he has 3 1 cmc walls that scale as he ramps, and Dungrove Elders that also scale as he ramps. That's his early game. I think that's enough early game for a ramp deck.
IMO his bigger vulnerability is a lack of midrange. He's got a lot of early ramp and a lot of fatties, but not much going on at 4-5 cmc. If he doesn't get up to 6 lands then his deck really fizzles out. Vivien Reid should help. He has Momentous Fall for card draw, but it's only useful when he already has a fatty out, not while he's trying to hit 6 mana. Harmonize might be better. It won't have that blowout of sometimes drawing 6+ cards and gaining a ton of life, but it will always draw him cards even when he doesn't have a scary threat on the board or hasn't hit more than 4 lands yet.
If you really want Cinder Glade to have another Forest, then look at cards like Nature's Lore and Skyshroud Claim and Yavimaya Dryad instead of Search for Tomorrow and Kodama's Reach and Yavimaya Elder. The ramp spells for an all-Forest manabase are different than the ramp spells for a multicolor basic land manabase.
For the 3, there are a lot of good choices. I would choose Nylea, Vivien Reid and Thornling. Nylea gives Dungrove Elder and Sylvan Primordial trample and makes your small guys into threats too. Vivien Reid draws gas and kills things - very useful. Thornling is just a great beatstick and diversifies your threats so you have something that doesn't die to Day of Judgment.
A haste enabler (Surrak or Akroma's Memorial) is tempting, but as a 1-of you won't see it very often. Surrak curves out better with your threats but is fragile and will eat removal first (especially since your other guys resist removal). Akroma's Memorial is a great card, but the main things you want to give haste cost less and might already be in play so I don't like it here.
White has some good equipment tutors like Stoneforge Mystic, Steelshaper's Gift, Enlightened Tutor and Open the Armory, so you can get away with only running a toolbox (1 of each) and then search for the equipments you need to win that game.
4 Slither Blade
4 Mother of Runes
4 Invisible Stalker
4 Stoneforge Mystic
3 Geist of Saint Traft
//Spells: 16
4 Preordain
4 Swords to Plowshares
2 Steelshaper's Gift
4 Mana Leak
2 Detention Sphere
1 Bonesplitter
1 Darksteel Axe
1 Umezawa's Jitte
1 Sword of Fire and Ice
1 Sword of Feast and Famine
//Lands: 20
4 Temple of Enlightenment
4 Glacial Fortress
6 Island
6 Plains