Hi! I've got some experience in modern, so I will give you my spin on things.
First, talk about
Fatal Push... It's one of the biggest modern cards right now.
Grixis Death's Shadow (which incorporates Black, Blue and Red tempo spells) and some other decks use
Fatal Push as a primary removal spell in modern.
Lightning Bolt has seen decline as a removal of choice for this very reason. Not to say one is better, or replaced completely, mind you. But a lot of decks play lower cost creatures and this deck probably will not be an exception, so
Fatal Push will hit you pretty well.
So that leads me to my first point about your deck: you're removal weak!
What I mean is; there are little ways in which you are resilient to spells that try to remove your creatures. You have 3
Autumn's Veil, which I hadn't known existed (I'm going to buy some asap!), and 2
Blossoming Defense, but those are 5 sideboard slots. None are mainboard, and your mainboard is where a deck like this wants to see them. It is good to see sideboard tech vs things you're weak to, but removal is very highly played when you start going against experienced people. I would run some combination of 4-6 of
Blossoming Defense and
Vines of Vastwood in your mainboard. Against
Path To Exile,
Fatal Push,
Dismember,
Lightning Bolt, and even more, it's highly suggested.
It seems like your deck is based around the card
Hardened Scales; but you're running two of them. I would increase the count to 4 to increase your chances and consistency, and you might think about splashing black to run
Winding Constrictor. There's a fringe deck in modern doing that same thing. It's not anywhere near a mono green beast deck though.
I also think you want
Birds of Paradise over
Elvish Mystic, potentially adding 1-2 copies of Mystic after you have 4
Birds of Paradise. Birds offer you a faster clock, since you can boost them up and fly over your opponent. They also allow you the
opportunity to splash colors fairly easily for cards like
Spellskite,
Apostle's Blessing,
Dismember, and more with little issue if you don't end up with a Bird. Bonuses are always good, but the flying is too good to pass up as long as you can buff it.
I'm not sure about the quality of the Ring. I'm thinking
Forced Adaptation might do better; while it's not an artifact, it applies for 1 mana and can easily slot into your deck's earlier plays instead. Going T1
Hardened Scales, T2
Birds of Paradise into
Forced Adaptation makes a surprisingly fast clock. You could do T1
Birds of Paradise into T2
Hardened Scales,
Forced Adaptation and leave up one mana for a protection spell too, but that also leaves another turn where they could remove the bird. It's still a great early line though if you don't see early removal!
I don't think you need too many 2 drops, honestly. I think 3+ drops are fine, with a small amount of 2's in there. You do want something that has card advantage in an efficient manner... I think hydras will
supply that.
Hooded Hydra supplies you with a 3 mana creature if you have to play it early, flips over to a 5/5 for 5, and then makes tokens based on it's power when it died. That's a good start. Also noted is
Genesis Hydra; when you play that one, you get to look for another permanent and put it into play. That's 2 for 1, which is usually pretty good. It gets stronger in 3 ways when you increase x; stronger as a creature, more cards to look through and higher cmc to play for free.
Vastwood Hydra comes in with x +1/+1 counters, but when it dies you can spread them out as you choose. So if you have 5 counters on Vastwood, and 5 creatures on the field, you can put 1 counter on each. If you have
Hardened Scales out, each 1 counter you place duplicates to two as long as they have different targets so you could get 10 in this situation.
Mistcutter Hydra provides you value against Blue decks, as it can't be dealt with from blue cards. Great value in a sideboard. Not a hydra, but
Walking Ballista will also provide that value. Coming into play with Counters, adding them with an ability and able to remove a lot of board threat makes it an amazing choice.
(late edit: I wrote this a few days prior and left it open, so I'm gonna send it late without knowing if things were posted after. Sorry!)
(Late edit 2: It had shown me your reply.)
KT decks aren't that bad to face, so don't worry! You should ease into playing this pretty easily. Another thing is to solitare the deck so you get an idea of how it runs, even without an opponent.
Ramp is still played at the high competitive level in modern. Removal and countermagic are common, but still. The opponent needs to be willing to commit the resource to getting rid of your mana dork, and if they do, the rest is going to be alright. Plus the turn 1 mana dork doesn't get hit by countermagic since nothing in modern is capable of hitting a 1 mana creature on turn 1 (basically). I don't know if
Elvish Pioneer is modern legal, but I posted options above haha.
I addressed the mainboarding of removal hate as well. I also always support owning 4 of anything you play, just so you can mess with numbers and learn better! Great idea.
I think the numbers games on the x creatures I mentioned will allow you to have late game bombs on things without specific mana issues. Otherwise it's hard to ramp in a lower land deck like that.
Burn (competitive level burn piloted by someone who understands it haha) should win on turn 3 or 4 typically. I don't know too much that will really change things for you though, in the matchups. Early they wanna drop creatures that have haste to hit for repetitive damage.
Goblin Guide is the perfect example.
Obstinate Baloth and
Thragtusk are some of the best things you can do, alongside
Kitchen Finks. Hope this helps!