This is a standard Jeskai Tempo deck, pretty much what you would expect of a Jeskai deck, and it is very powerful if used correctly.
PREFERRED OPENING HAND: A perfect opening hand consists of the following: 1 Mystic Monastery, 1 Temple of Triumph, 1 of any other land, 1 Negate or Anticipate, 1 Monastery Mentor or Goblin Rabblemaster), 1 [[Jeskai Ascendancy or 1 Stoke the Flames, and 1 Magma Jet or 1Jeskai Charm). Of course, this is hardly ever the case, but a good opening hand would consist of three lands, one of the two token making-creatures, and three utility spells.
STRATEGY (turn-by-turn reference): During the first three turns, you should at least be able to scry with a land, and either draw with Anticipate or burn and scry with Magma Jet. Turn 4 should see a Seeker of the Way, at least. By turn 5, it should be safe to castJeskai Ascendancy, Goblin Rabblemaster, or Monastery Mentor - presumably with either Negate around to counter any removals or counters. Continue this trend (now with either Negate or Dissipate for further protection) through Turns 6-7, attacking at your own discretion. Really, this is where things become more free-flowing. Stoke the Flames can be convoked to preserve mana (use the tokens), followed by an untap and +1/+1 bonus from Jeskai Ascendancy. From here on out, it's pretty straightforward. Cast burn spells, attack, watch your army grow, and gain significant life using Jeskai Charm. Ojutai's Command serves as a counter and draw-card-advantage, or a gain-life-and-draw-card-instant. Mantis Rider is an incredibly good support attacker, as it is an evader, has haste, and is always open to be tapped for literally any convoke spell one can use on this deck. The ideal finisher involves Howl of the Horde to be cast after attacking, then convoking for Stoke the Flames or basically any of the burn spells here to finish the opponent off, but really as long as there are some spells in hand, free mana during the opponent's turn, and a healthy board, it should make for a quicker end.
SIDEBOARD: Devouring Light is here for obvious reasons: if against tempo or ramp, and the opponent goes hard with big creatures, this is an ideal defense card (block with creatures, then before the weenies die, tap them to cast this and exile the big creature). The two counter spells are there in case more of either or both are needed for further protection. Dig Through Time if a faster pace is needed, Lightning Strike if against control, and Circle of Flames can help with aggro. Erase is there for pesky enchantments and other ascendancy-users.