I am new to modern decks so this might have some blatantly obvious error in deck construction. I have now idea if this will be close to a good contender. I would defiantly appreciate any advice.

The basic idea of this deck is to beat down the opponent with flyers that are boosted every time I play a creature. I am running 8 counter spells for a tiny element of control.

Here is a run down of each individual card:

Island: no explanation needed, running 20 lands because nothing here has greater than 4 cmc

Ghost Quarter: From what I have seen if you can kill someones important land early on it could really set them back. (Again I would like to point out I have only played this format like 3 times with burrowed decks)

Phantasmal Bear: A good 1 drop for the aggro part of this deck. Late game if the right lords are out this is a respectively sized creature.

Krovikan Mist: The star beater of the deck, if everything goes well is at least a 5/5 - 8/8 by turn 4-5.

Lord of the Unreal: Gives everything hexproof and +1/+1, very necessary to protect the illusions that die when targeted

Adaptive Automation: Gives all illusions +1/+1, is an illusion itself and boosts Mist by +2/+2, always a great turn 3 play

Illusionary servent: The other 3 drop in this dec, 3/4 is pretty good for 3 manna and it is usually bigger by the time turn 3 rolls around

Dream Stalker: Combo with vial to save illusions, respectable blocker.

Sleight of Hand: Since ponder and preordain were banned as far as I can tell this is the best dig spell left. I thought about probe but thought the dig would be better than being able to see the opponents hand.

2 Spell Pierce: Good against aggro decks, and most other decks early game.

4 Cryptic Command: All around good card, so many options. One of these on opponents turn 4/5, counter whatever he plays then tap all his creatures. Swing for win next turn.

Disrupting Shoal: Always good to be able to have a counter spell when fully tapped out. I would try to play this early in a matchup to let my opponent know I have this ability to make him think twice about his plays later in this game.

Aether Vial: Gives lots of good instant speed plays to this deck, also helps with the aggro aspect. Good all around card.

Sideboard Cards that haven't been explained yet:

Phantasmal Dragon: Since Cryptic Command occupies the 4 drop spot really don't need bigger beaters in mainboard, this will be sideboarded in in matches that play a lot of removal/ boar wipes so I am not left trying to kill my opponent with a 1/1 Mist.

Rune Snag: Sideboarded in when countering creature spells becomes important, and in non-aggro matchups.

Thanks for all of your feedback!