This is the next iteration of my old Izzet deck: Magic Robots and Flying Goats (Advice Welcome!).
The deck revolves around giving
Nivix Cyclops
Double Strike with either Boros Charm or Armed / Dangerous, while also making him unblockable with Teleportal or Gods Willing. (
Aqueous Form
is gone from the deck now.) You can swing 18 damage in a single turn with just Armed / Dangerous + Teleportal on a single Cyclops, so the deck can really explode and catch opponents offguard.
There are a few big changes to the old deck which I felt warranted just having a new deck page. Adding in 7 W/x scry lands opens up having access to white cards now. Boros Charm is AMAZING in this deck since it's another source of doublestrike for the combo, protects my creatures from death (Counters Supreme Verdict!), and is just another strong burn spell if I need to finish off my opponent. Having the white land also means I can sideboard in
Chained to the Rocks
to deal with any large threats. (Eg.
Desecration Demon
,
Mistcutter Hydra
, etc) Another big change from the old deck is that Spellheart Chimera is no longer mainboard in the deck.
Fluxcharger
adds much more reliable damage than the Chimera, in addition to being harder to remove, gives access to unique combat tricks, and is generally more useful in early game draws.
This deck can hit HARD, but requires a lot of smart play. Many of the cards in the deck have multiple uses, so rather than trying to get maximum value out of everything, play them in a way that benefits you most in that moment. (Eg. Using cards just for the scry, baiting removal with a psuedo-combo, etc.) While this deck isn't top tier (And probably never will due to my insistence on the Cyclops combo...), it still can beat the top Esper/Azorius Control and MBD decks about 20% of the time with good plays, and only a little bit of luck. (This is my personal, anecdotal experience with players in my area.) I find this deck extremely fun to play due to the explosive wins it produces. It definitely pushes your knowledge of the game to the limit, but it's super rewarding when you win. _
NOTE: The sideboard is probably the most constantly evolving part of this deck. I feel the core is in a fairly solid place now, with room for a little change, but mainly sideboarding in the right cards against various decks is the only way to bump the winrate to a reliable level against some decks, so that's where my refinement is focused for now. I mainly seem to struggle against monoG, G/R Monsters, and Jund, so I'm looking for answers for them.