Standard. Mardu. Aggro. With a whole new twist. It's time for the horde to become monks. Or the monks to become the horde.
Why===========================================
I used to run Mardu Midrange, and then at FNM, I got my ass handed to me. So I made some edits, play tested, and the next time I did much better. After edits, I did not lose a single match. It involved clearing my opponent's board and getting my prowess triggers through. It did very well in standard.
Win Conditions==================================
There are 2 win conditions in this deck. One is bursting your opponent down with Swiftspears and Seekers and Strike Leaders, then finishing them with some Lightning Strikes and/or Stoke the Flames.
Win condition number 2 involves staying alive until around turn 5, and dropping your bombs onto the field. Your little 1/1 goblins turn into 3/1s with lifelink, and next turn a massive Demon, Birds, and a Dragon decimate your opponent. Good game.
Why Prowess===================================
Prowess was always a fun mechanic, but with Mardu colors, it becomes much more aggressive. Planeswalkers like Sorin trigger prowess. Removal spells (which you have a lot of because you play Mardu) all trigger prowess. And if you can't get your 1/1 goblins into 3/1s because you didn't have the right draws, just give them to your demon and kill your opponent.
Mana Curve====================================
The mana curve is interesting. If your aggro fails, you stay alive until turn 5 where your bombs come into play. It makes sense, and more importantly, it works.
Conclusion=====================================
Thanks a lot for reading this. It's a lot of fun to run this deck, and I'm always looking for more constructive criticism. Thanks again!