Finally complete (I think...)! Here comes the breakdown.
This deck originated with a quick and dirty U/R Cyclops deck that I saw a list of online (it was a budget list that ran under 50.00 to put together. Being the magic connoisseur that I am, I decided that what it REALLY needed was more expensive lands and a third color. Hence Nivix RUGClops was born.
Creatures
Nivix Cyclops - The main win-con of the deck that enables t4 wins. Artful Dodge+another 1 cost spell+Armed does 22 -24 unblockable damage (depending on the spell chosen). It hits out of nowhere, and since my other creatures draw so much aggro, I can save my Hexproof spells for him and let my other creatures soak the spot removal spells that get thrown around early game. It's good. You should try it. Fun Fact: Nivix Cyclops is named Ciclope de Nivix in Spanish. Neat!
Delver of Secrets - One of the best one drops in blue ever. Drop this dude t1 and you almost always hear groans unless they're holding a Tragic Slip. With the sheer number of instants and sorceries in the deck, it's a very good chance for a t2 flip as well and he can put early pressure on by flipping t2 and having Armed cast on him. 8 damage in the air? Thanks Delver of Secrets!
Guttersnipe - I have a sort of love/hate relationship with this guy. If I don't draw into my Cyclops with my looting or draw, this guy can serve a very important roll of burning out my opponent by just randomly casting 1 or 2 cost spells. I HATE seeing him in my opening hand though. Especially if I only have 2 lands in hand. Works best as a tertiary win con.
Instants
Izzet Charm - Izzet a counter? Izzet looting? Izzet spot removal? It's all of the things that I want this deck to do. I can only justify a 2-of in the deck since I have better things to do, and it usually ends up a 2 mana Faithless Looting, but I love the versatility of this.
Simic Charm - It buffs and protects my dudes and can throw my opponent off tempo. Not nearly as good as Izzet Charm, but the versatility that it brings to the table really helps push it into mainboard material for me. It can also enable t4 wins by casting this plus Armed on a cyclops if there aren't any blockers out for my opponent (I'm looking at you control!).
Cyclonic Rift - I'm STILL second guessing this since Unsummon is still in standard and the one mana vs. 2 mana is HUGE in this build, but being able to answer annoying artifacts and enchantments (especially stuff that runs in pants) is a big deal for this deck as well since it's my only mainboard answer.
Think Twice - Draw one seems a little overcosted at 2 mana, but the instant speed and flashback make it worthwhile. Better in my build than Thought Scour in my opinion, although an argument can be made for both. Flashback is very important in the deck to pump Cyclops a second time if the game goes long though, so in it goes!
Ranger's Guile - Hi Hexproof! Saves my creatures (read: Cyclops) from targeted removal and can be very useful to guarantee a t4 win, thus the 4-of out of the mainboard. This and SImic Charm really opens up answers to control for me.
Sorceries
Artful Dodge - The single most important card in the combo, this overlooked one mana sorcery is abso-frickin'-lutely amazing. Giving Cyclops unblockable spells game over for almost everyone I play against if they don't have an answer immediately available. I only run 3 of them since I can usually count on my looting and draw to pull up a copy of it, and it even works out of the graveyard, so I can throw one of these away if I have another one mana instant or sorcery in hand t2 and still have the combo go off. It's very good and very cheap.
Faithless Looting - One mana for something that's basically draw 2! Helps me even out my draws for combo as well, and enables me to keep 2 land hands which happen a LOT with this build since it can help pull up either a Farseek or another land (or even both if I'm super lucky). It's almost as important to the deck as Artful Dodge is.
Pillar of Flame - I used to run Searing Spear in this slot, but the one cost on this is what put it over the top for me. Also being able to hit Undying dudes without worrying about them coming back seems pretty good.
Farseek - Hello t2 3 lands in play! Also helps activate Cyclops in a pinch. It's ramp, what else do you want from me?
Armed // Dangerous - The last piece of the combo. Double Strike plus the +1/+1 wins games, or helps put a lot of pressure on with an early Delver.
Bonfire of the Damned - Surprise wins are the best kinds of wins.
Sideboard
Ral Zarek - For the control matchup. Also helps get Cyclops through by tapping down blockers and keeping mana open for that last important spell to go through. Casting him T3 off of a Farseek is pretty good too.
Gruul Charm - I use this both as tech for Lingering Souls (which I won't be sad to see go at all), and for setting up unblockable if you're one of the thousands of magic players that's running aggro without flyers.
Turn // Burn - Setting up bad blocks since the day it was born. Also answers Thundermaw Hellkite and Boros Reckoner like a boss.
Jace, Architect of Thought - A little extra draw and the ability to halve the damage of some aggro decks is really good.
Aetherize - F*** yo' tokens!
Searing Spear - My main answer for Thragtusk (I do what I can shrug). Also extra reach never hurt anyone. I can switch into a pseudo counterburn type build with some creative boarding.
Rolling Temblor - Pyroclasm with flashback! Misses flyers, but that's what Gruul Charm is for. Again, F*** yo' tokens!
Fog - For the mirror and against aggro, accept no substitutes.
So there you go! A little gimmicky, but I like the fact that I'm not running American Cyclops like everyone else. The ramp and creature protection helps give me a unique identity as well.