This deck runs
Kor Spiritdancer
(x4) with a large number of one-drop efficient enchantment-auras to target her, along enchantment lands (x7) and
arbor elves
(x2) for mana acceleration.
Gatherer of Graces
(x2) or Aura Gnarlid (x1) are good secondary targets for auras in the event that Kor is not in the opening hand. Green Sun's Zenith (x2) is for flexibility and tutoring for any of your green creatures.
Due to Kor's weakness to instant speed removal,
Rebuff the Wicked
(x4) is essential in this deck. Additionally, an instant speed enchantment-aura
Gift of Granite
(x2) helps against burn.
Canopy Cover
(x2) provides hexproof along with some evasion. Solitary Confinement (x2) acts as an additional protection against burn, discard, or other 'target player' spells.
Rancor (x4) and Flickering Wand (x4) can bounce for repeated draw effects, in addition to trample, and more color specific protection. (Warning: Flickering Ward naming White should be practiced with caution as it can remove your other white auras)
Hyena Umbra
provides totem armor for even more protection in addition to first strike. The finisher is Daybreak Coronet, which when attached to Kor gives her +5/+5 lifelink, vigilance, and first strike.
The manabase might need some playtesting to determine if it's enough. I have 18 lands plus Chrome Mox (x2). Serra's Sanctum has the potential to be a huge mana producer mid game once the Kor draw engine really gets going. Given the low mana curve along with the mana acceleration and draw engine I believe this manabase should be sufficient. Any dissenting opinions are welcome. :)
Sideboard was chosen to deal with different types of decks. Guttural Response was my best way to deal with counterspells.
Lure
is for dealing with creature heavy decks (to help out my Solitary Confinement, though maybe I should just add more Confinements). Mark of eviction is good for bouncing troublesome creatures and has the added effect of returning to your hand. Spreading Seas is to slow down non-blue decks. Wheel of Sun and Moon is for any deck using their graveyard. And finally Quiet Disrepair for troublesome artifacts/enchantments.
Due to the large number of enchantment-auras every card is essentially a cantrip with one Kor on the field and a decent draw engine if multiple Kors are out. I believe this deck has the potential to hit really hard on early turns but has the staying power and the control to go into the midgame if necessary.
As for the 'maybeboard' I'm toying with the idea of having a discard mechanic via Commune with the Gods and
Nomad Mythmaker
and later the Sun Titan to grab enchantments I need from my graveyard. Sadly Kor's draw ability will not trigger when doing this, so I'm on the fence. I'd probably use Living Wishes and put the Nomads, Mythmaker, and one of my Kors in the sideboard if I did this. Not sure what I'd take out of the main to make it work.