Lavinia is really strong, especially in Eternal.
It is blue for your Force of Wills and blocks the opposite free counters.
Luckily, it is legendary and it is a creature, so there are enough ways to deal properly with her.
Another strong CMC 2 hatebear useful to protect your gameplan during our turn. The best part is the fact that this new creature is not legendary.
The tribes Human&Soldier have another tool at their disposal; this thing can even chumpblock a x/2 and still you have a Flying 1/1 to work with.
I don't really like Weight of Conscience because if you want to get rid of the opponent's creature you need 2 creatures in the battlefield that shares the same type of the enchanted creature.
It is not that bad here due to the TAP requirement, but I think that Path to Exile is generally a better choice.
P.S. Sky Ussar only works during our upkeep, so it is usable "only" from turn 3 onwards.
4x Intruder Alarm this card is astonishingly useful in this deck with so many token producers. This is easily a full set; too bad there isn't another similar card.
4x Imperious Perfect
4x Kazandu Tuskcaller you have 2 different ways to produce tokens with little effort. The former creature needs 1 mana dork to work (such as Llanowar Elves) whereas the latter needs to be powered up once.
3-4x Selesnya Evangel this creature needs one mana dork + another filler to work. Both these 11-12 creatures works the turn after they come into the battlefield.
4x Llanowar Elves
4x Birds of Paradise 8 starters are just enough to begin the match with one of them reliably.
4x Blasting Station can be a good way to finish the opponent without waiting for another turn.
This is already a good -in my opinion- core to work with: we have low-CMC critters and with a combo easy to be assembled.
Militia Bugler is really good here because we don't really want to draw much, but we like to find the missing creature in order to creare as many tokens as possible. Drift of Phantasms can be a good way to tutor the 3-CMC missing part of the combo (including Intruder Alarm).
I really think that Alpine Moon is a fixed version of Blood Moon with a low CC which allows us to cast it even on turn 1. It is really focused onto hating Urza's Lands with a more limited effect than Blood Moon (that is difficult to play if you run already 2 colours), but I think that it is worth using mainly for the Tron matchup with a little splash.
Other Spells 37: Accelerators 8:
4 Utopia Sprawl
4 Simian Spirit Guide 8 ways to have 3 mana on turn 2 in order to cast our 3-CMC enchantements and our 5-CMC enchantements always on turn 4.
Lock 13:
4 Ghostly Prison
1 Sphere of Safety 5 tools towards aggressive decks; 4 of them can be played on turn 2 if necessary. Only one Sphere of Safety because it is mana expensive, although it is strong.
2 Rest in Peace in my opinion this card is necessary in order to get rid of possible recursion since game 1, but you can choose whatever you want. 3Alpine Moon 6 interchangeable meta slot. Alpine Moon prevents fetchlands from working correctly. 3Blood Moon the concept is: you have to cast one of them on turn 2 always.
Drawers 5:
2 Kruphix's Insight
3 Commune with the Gods this deck is particularly redundant, so tutoring what you need is better than drawing; also, the CMC 2 is way better for the mana curve.
On a side note, it is difficult to follow this thread with so many versions of this deck kept together.
In my opinion is a good thing if somebody splits this thread into the different versions.
Metallic Mimic is strong alongside Joraga Warcaller, but:
(1) Mimic has a low toughness because it needs 3 token +1/+1 (which is a lot) to avoid being destroyed by Lightning Bolt/Firespout.
(2) Joraga is not really a 1 CMC drop; you want to see it during the late game unless you have 2 Lords between Metallic Mimic and Bramblewood Paragon (which is difficult due to the low base toughness of Mimic).
(3) Joraga can use Aether Vial only at 1 counter.
P.S. You have too few basic lands: change 4 dual lands with 4 Forests in order to be resilient against Blood Moon.
+4x Talara's Battalion is perfect in a deck with 4 Aether Vial to circumvent the requirements to cast it. It is also playable on turn 3 thanks the other 1 CMC drops you have. Once casted, it is pretty huge without much effort because the 3 on the toughness makes it Lightning-proof after one single boost.
+4x Pelt Collector because it is easily a 3/3 or higher here with one single mana.
+4x Wren's Run Vanquisher: because you need some removal and this card is both a good creature and a nice living removal. The 3 toughness makes it Lightning-proof after one single boost, which is a simple requirement to achieve. Only 2 Fatal Push are not enough to deal with opponent's threats.
-1x Joraga Warcaller because it is a late-game card, so you don't want to see it in the early game.
-1x Rishkar, Peema renegade
-2x Elvish Archdruid
-4x Heritage Druid: because you don't really need a huge amount of mana between regular land drops and Aether Vials. You are not a combo deck that needs much extra mana.
-4x Metallic Mimic: nice, but I think that you have more than enough Lords. This card isn't even green and this is quite important for your Nettle Sentinels.
Prey Upon: this 1 CMC sorcery is quite nice considerind that is a sort of green removal for creatures if you have at least one big creature on your side of the field. Not good, but not too shabby either.
Experimental Frenzy: I am very torn about this enchantement. It can be nice in a Modern WGr Enchantment in order to keep a good amount of enchantments cards to trigger some effects such as Sigil of the Empty Throne. In late game you have plenty ways to use your mana sources powered-up with the ramp spells ===> tricky addition to this kind of decks.
Arclight Phoenix: the design is good, but 3 sorceries/instants are too many spells to fulfil the requirement; 2 would be a lot better. So much potential wasted here, sorry. I like the concept and the flavour behind this card, though.
Mausoleum Secrets: nice istant tutor, although most of the time you will able to tutor only 0-1 CMC black spells. Street Wraith has a really nice synergy, but something else is needed to make this tutor more consistent; rarely you will be able to fetch a 2 CMC black spell. Being able to "fetch" for free a Slaughter Pact is a good thing, especially in a combo deck.
Assassin's Throphy: very powerful effect at 2 mana. This card is better during turn 4 or after in order to avoid helping your opponent too much in the early game. It is a green&black version of Path to Exile, which exiles the target instead of destroying it but the white spell is limited to creatures only.
This new multicolored instant can give new life to this combination of colours thanks to its huge versatility: it is never a dead card, unless you need a sweeper.
This pegasus seems really nice in Chalice Aggro with City of Traitors because it can easily fetch into play 2 Plains at once. Remember that you can simply play your regular land drop during your Main phase n° 2.
While not that great, it isn't that bad either: we are still talking about a way to accelerate during the following turn and taking away bad late game topdecks.
It works even when the opponent uses Swords to Plownshares and Path to Exile.
It is blue for your Force of Wills and blocks the opposite free counters.
Luckily, it is legendary and it is a creature, so there are enough ways to deal properly with her.
The tribes Human&Soldier have another tool at their disposal; this thing can even chumpblock a x/2 and still you have a Flying 1/1 to work with.
It is not that bad here due to the TAP requirement, but I think that Path to Exile is generally a better choice.
P.S. Sky Ussar only works during our upkeep, so it is usable "only" from turn 3 onwards.
My 2 cents.
You need 22/23 lands to work with with Horizon Canopy to draw more in the late game.
Also, 4 Path to Exile are necessary to remove some key threats the opponent has: this way you now reach (more or less) 60 cards.
4x Intruder Alarm this card is astonishingly useful in this deck with so many token producers. This is easily a full set; too bad there isn't another similar card.
4x Imperious Perfect
4x Kazandu Tuskcaller you have 2 different ways to produce tokens with little effort. The former creature needs 1 mana dork to work (such as Llanowar Elves) whereas the latter needs to be powered up once.
3-4x Selesnya Evangel this creature needs one mana dork + another filler to work. Both these 11-12 creatures works the turn after they come into the battlefield.
4x Llanowar Elves
4x Birds of Paradise 8 starters are just enough to begin the match with one of them reliably.
4x Blasting Station can be a good way to finish the opponent without waiting for another turn.
This is already a good -in my opinion- core to work with: we have low-CMC critters and with a combo easy to be assembled.
Militia Bugler is really good here because we don't really want to draw much, but we like to find the missing creature in order to creare as many tokens as possible.
Drift of Phantasms can be a good way to tutor the 3-CMC missing part of the combo (including Intruder Alarm).
I really like this decklist I found:
Lands 23:
3 Arid Mesa
2 Misty Rainforest
1 Temple Garden
1 Sacred Foundry
1 Stomping Ground
2 Horizon Canopy
6 Forest
6 Plain
1 Mountain
Other Spells 37:
Accelerators 8:
4 Utopia Sprawl
4 Simian Spirit Guide 8 ways to have 3 mana on turn 2 in order to cast our 3-CMC enchantements and our 5-CMC enchantements always on turn 4.
Lock 13:
4 Ghostly Prison
1 Sphere of Safety 5 tools towards aggressive decks; 4 of them can be played on turn 2 if necessary. Only one Sphere of Safety because it is mana expensive, although it is strong.
2 Rest in Peace in my opinion this card is necessary in order to get rid of possible recursion since game 1, but you can choose whatever you want.
3 Alpine Moon 6 interchangeable meta slot. Alpine Moon prevents fetchlands from working correctly.
3 Blood Moon the concept is: you have to cast one of them on turn 2 always.
Removals 5:
3 Oblivion Ring
2 Banishing Light basically the same card with different names.
Drawers 5:
2 Kruphix's Insight
3 Commune with the Gods this deck is particularly redundant, so tutoring what you need is better than drawing; also, the CMC 2 is way better for the mana curve.
Finishers 6:
3 Assemble the Legion
3 Sigil of the Empty Throne 6 finishers that have different countermeasures are enough to be played on turn 4
On a side note, it is difficult to follow this thread with so many versions of this deck kept together.
In my opinion is a good thing if somebody splits this thread into the different versions.
Day's Undoing seems really strong as a card engine we can good use of it to win.
Traverse the Ulvenwald seems necessary to me (maybe a solid 3x) towards Blood Moon/Fulminator Mage/Ghost Quartier and can fetch some Vizier of Tumbling Sands in order to do some trick with enchanted lands. I think that is not possible at all to have a strong manabase if you run 3 or more colours.
(1) Mimic has a low toughness because it needs 3 token +1/+1 (which is a lot) to avoid being destroyed by Lightning Bolt/Firespout.
(2) Joraga is not really a 1 CMC drop; you want to see it during the late game unless you have 2 Lords between Metallic Mimic and Bramblewood Paragon (which is difficult due to the low base toughness of Mimic).
(3) Joraga can use Aether Vial only at 1 counter.
P.S. You have too few basic lands: change 4 dual lands with 4 Forests in order to be resilient against Blood Moon.
+4x Pelt Collector because it is easily a 3/3 or higher here with one single mana.
+4x Wren's Run Vanquisher: because you need some removal and this card is both a good creature and a nice living removal. The 3 toughness makes it Lightning-proof after one single boost, which is a simple requirement to achieve. Only 2 Fatal Push are not enough to deal with opponent's threats.
-1x Joraga Warcaller because it is a late-game card, so you don't want to see it in the early game.
-1x Rishkar, Peema renegade
-2x Elvish Archdruid
-4x Heritage Druid: because you don't really need a huge amount of mana between regular land drops and Aether Vials. You are not a combo deck that needs much extra mana.
-4x Metallic Mimic: nice, but I think that you have more than enough Lords. This card isn't even green and this is quite important for your Nettle Sentinels.
This new multicolored instant can give new life to this combination of colours thanks to its huge versatility: it is never a dead card, unless you need a sweeper.
While not that great, it isn't that bad either: we are still talking about a way to accelerate during the following turn and taking away bad late game topdecks.
It works even when the opponent uses Swords to Plownshares and Path to Exile.