Obviously, the purpose of this deck is to counter the opponent's spells while dishing out some serious damage with the burn triggers. Put out the walls to soak up damage from earlier creatures and survive long enough to play Niv-Mizzet and really dish out some punishment.
Key Cards:
Niv-Mizzet, Parun- This is the late game finisher. Every time you draw a card, deal one damage. Every time any player casts an instant or sorcery, you draw a card. That's a lot of damage!
Guttersnipe- Obviously, this is the early game burn trigger. Get 2 of these on the field and play an opt, suddenly you've got a one mana, deal 4 damage to each opponent.
Goblin Electromancer- This is the ideal turn 2 play that allows for counters easier and easier. Assuming you have guttersnipe down, Ionize is a 2 mana spell that deals 4 damage to the opponent and counters any spell. Electromancer is also a wizard, so Wizard's Lightning and Wizard's Retort are even cheaper to cast.
Electrostatic Field- This is the wall you play on turn 2 if the opponent already has some creatures out. At 4 toughness, most early creatures aren't able to punch through. Not only will this prevent damage, but it will also act as a mini-Guttersnipe and deal damage to the opponents.
Doublecast- This is for when you have a bit of extra mana and just need to cast spells. Not only will this trigger any Guttersnipes or Electrostatic Fields you have out, it will also help utilize smaller spells to get rid of bigger creatures or just dish out massive punishment! One guttersnipe on the field coupled with a doublecast and a Wizard's lightning means 3 mana, deal 12 damage!
Firemind's Research- This enchantment is good for card draw when your game starts to stall. Regain momentum!