I can't stand mono-red aggro for some reason. I'm not too much of an aggro player in general, but I am a blue mage at heart, so this is my take on aggro in standard.
I'm thinking about adding some card draw in the form of Military Intelligence, but I'm unsure of it and where to put it.
The Cards
Briber's Purse
serves as a card to cast an
Illusory Angel
, to give you greater evasion from things like Wingmate Roc via block stoppage, or to prevent your opponent from attacking.
Ornithopter is both a way to get out
Illusory Angel
and a win con in and of himself via Ensoul Artifact and Ghostfire Blade.
Hypnotic Siren is a solid 1/1 flyer who can benefit you in the late game as well. I run her over Triton Shorestalker solely because if I somehow get to seven mana in this deck, I can use her to steal a creature. Thoughts on this?
Void Snare is there to keep something off the board just long enough for you to win.
Ghostfire Blade makes your enchanted creatures bigger or gives you a 2/4 Ornithopter on T2. Sidenote: The blue school of enlightenment in Jeskai seems to have mastered both evasion and the Ghostfire, which is lured to be the most powerful of the fires.
Ensoul Artifact is one of the key cards in this deck, allowing you to make any one of your artifacts 5/5 creatures.
Negate prevents your opponents from killing your ensouled creatures or from doing anything else to your side of the field via instants/enchantments. It also prevents those asinine planeswalkers from touching down.
Vaporkin
is a simple 2/1 flyer. Not much to her except evasion and swinging.
Quickling allows you to keep
Vaporkin
or
Illusory Angel
off the field in response to a kill spell. Unfortunately, it is very ineffective with your enchanted creatures, so I'm considering finding a replacement, despite my absolute love for this card.
Illusory Angel
is your main win con because she doesn't rely on anything aside from your ability to manage your spells well (another way in which Quickling can be helpful--returning an Ornithopter to your hand to cast an Angel next turn, assuming your thopter isn't doing much).
Military Intelligence can be extremely important in this deck as a way of keeping your hand full when it's easy to cast so many things quickly. It's never to your advantage to have no cards in hand. It also helps you get to threats faster. Not sure if I want to put it in or Taigam's Scheming since scheming will sort through cards to get what I want, whereas Military Intelligence just gets me more cards...
The mana base is pretty self-explanatory.
Things I'm Thinking About:
-3 Negate/+3 Stubborn Denial-2 Hypnotic Siren/+2 Triton Shorestalker+2 Military Intelligence/-2 ?+2 Taigam's Scheming
I'm not sure if I prefer card draw or card advantage, so I don't know if I should use Military Intelligence or Taigam's Scheming, nor am I sure on the quantity. Two is simply a guess.
I need a lot of sideboard help. Also, if you have suggestions, please help me figure out where to fit them in. Editing a deck is like editing a paper; it has a natural flow to it the way it was originally written, and it often takes a lot of time to find a way to accommodate necessary edits. Thus, I could use your assistance in this field.
As a vent to frustration I've had playing other people online: As Magic players, our first and foremost goal is to have fun; it is, after all, a game. So just because your opponent didn't net deck does not mean you should just up and quit on them after turn 3. If you wanted to play a certain deck (esp. online) request it. This deck is clearly viable, having won 80% of its games. I apologize for the rant, but it is irksome that I don't get to play some archetypes because others don't find mine to be competition before I've even gotten the chance to prove my deck.