This deck is my pride and joy and is capable of dealing with and defeating almost every popular deck in the meta, it has never lost to B/W control, beats G/W tokens usually has about a 2 out of three record with Bant Company, and goes head to head with Aristocrats quite well. I've also beaten every other standard Izzet deck I've seen out there with my unrelenting speed so I can verify it's power against mirrors. It's only weakness tends to be White Weenies and Super Removal and even then it depends on the card draw as I have put a few answers to both in the deck.
The strategy for this deck is to drop a creature on turn 2 and come out swinging, we have a plethora of options from the sideboard and the current spells in the deck to deal with almost every occasion. Prowess should trigger just about every turn and lead to huge ramps in power.
The Cards:
Creatures -
Stormchaser Mage: This guy is the deck's bread and butter, he hits hard and fast in the air which standard is lacking good answers to
Elusive Spellfist: The Lack of toughness in the psuedo-prowess is sad but he makes up for it in offensive capabilty. Stormchaser Mage and him are the twin pillars the deck rests upon.
Thing in the Ice
: This guy is amazing and offers the biggest control aspect of the deck, if he comes out on turn two he is usually flipped by turn 4, 5 at the latest, and from there the opponent can't answer him 9 times out of ten and it's usually a game winner.
Jace, Vryn's Prodigy
: He has great draw power, and once he flips he can net us a few spells from the graveyard to finish out a game with a well timed spell. The discard engine isn't well supported and he's hard to get so I only have one copy although I probably wouldn't run more than two if I got some more of him.
Chandra, Fire of Kaladesh
: She brings up the walker part of the deck and a decent bit of damage directly to the player. Every time she has come out and gone unanswered in the first turn she has netted me 7-10 damage in a single play. Due to the nature of how she checks for damage you should use a Slip Through Space and attack, followed by a
Titan's Strength
to untap her, get 5 damage in, tap her to ping then flip her to deal another two for a devastating combo.
Spells -
Slip Through Space: This card is your best friend, it replaces itself and makes a creature unblockable for one blue mana. Play this on a creature and it could trigger your Elusive Spellfist and now you have an unblockable field.
Expedite: This card is really good for triggering prowess and preventing topdecking, the haste is usually irrelevant but it can come in handy.
Anticipate: This is my favorite search card and I believe it is just slightly better than
Tormenting Voice
because we generally want to keep our cards.
Fiery Impulse
: This is one of the best creature burn spells in Standard, it beat out Lightning Axe because I want to keep my cards and comboing it with
Fiery Temper
just wasn't reliable enough and it would end up costing too many resources.
Rush of Adrenaline: The second buff spell for Red in Standard and we run 4 copies because it's needed. Also it is worth noting that due to prowess this or
Titan's Strength
can help our prowess creatures like Stormchaser Mage survive Languish or other removal spells which tend to center around 4 toughness.
Titan's Strength
: The best Red buff spell in Standard and a must for any aggro deck. This needs to be in here at 4 copies no questions asked, turn three being able to drop one of these and Anticipate for five damage through prowess and card advantage is beyond amazing.
Uncaged Fury: This spell makes it into the deck as a win condition and actually enables a turn 4 win with the perfect draw. The lack of three drops really helps us to play everything and play it quickly and this card makes for a great win condition to slide in an extra set of damage to secure victory.
Negate: This card is a must, it answers so many things from Walkers to Collected Company to Languish
Lands -
Wandering Fumarole
: This is the best land in the deck and helps even out the inevitable dead turns. The Rare Lands from OGW are easily forgotten about in an intense match and this card has been the tipping point in more than one occasion to secure us victory especially if I just board wiped with Thing in the Ice
the turn before.
Highland Lake
: This is a crappy dual land that helps even out the mana base, due to the lack of one drop creatures I don't mind dropping it turn 1 because that is always my dead turn but other than that it just helps to smooth out some inconsistencies.
Shivan Reef: I run four painlands because so often the game is over before it matters but this card can be your worst enemy in a matchup against White Weenies, everyone else it works great against so I ran four to clean up the mana base and get an untapped dual land
You can probably get away with running 18 lands but I believe 19 is the perfect number to ensure I can get 4 to 5 lands per match which is really all I need.
Sideboard -
Day's Undoing: This is probably the most unique spell in the side board and it is good against the odd Tutelage deck or if, heaven forbid, you go late game or find yourself topdecking too quickly.
All the other sideboard cards are fairly self explanatory based on your current needs but I change my sideboard regularly depending on my Local FNM opponents. Remember, if you like the deck don't forget to upvote!
All my decks will be promptly updated as new sets release.