Aggro / Tempo build taking advantage of Nivix Cyclops pump-trigger, and Fluxchargers pseudo-pump.
Sideboard is a WIP until I grind out more games and get a feel for what the weaknesses are.
I've managed to beat RUG and RWU Flash a little over half the time, but Esper and Rites are a nightmare for this deck. Standings so far are 26-9 on Cockatrice, with two of those losses stemming directly from greed on my part. Mulligan your bad hands folks, trust me.
The Breakdown:
Creatures:
Delver is here for early pressure, pure and simple. If he eats removal, awesome. I'd rather him go down than anything else in the deck to be honest. He does work when he's up, and then dies. Kind of like a real insect.
Fluxcharger: I like to call this guy the booty elemental. Backside like a 90's rap video. The ability to switch his P/T at instant speed is fantastic, and he's capable of withstanding anything short of a Morbid-active Brimstone Volley.
Nivix Cyclops: This guy. Yeah. I was dreaming of a Wee Dragonauts reprint, but instead they gave us this beautiful son of a bitch. t4 22 points of unblockable damage? Sure. Why not. Sounds like fun.
Enchantments:
Wild Defiance: That's right, I went there. It's happening folks. Fluxcharger swings, you Azorius Charm it, I ranger's Guile it, you take... 12. Giant Growth becomes a +6/+6 pump for G. I'll take it.
But Impo, don't you want a t3 Cyclops instead? No you fool! I want a t4 Cyclops with mana up to protect it. Shelter your babies, keep them safe, then send them in to do terrible, terrible things to your opponent. Just like real life.
Spells:
The motherlode right here. You want it, I got it. I'm still experimenting (like any good Izzet or Simic mage should) and I don't claim that any of this is perfect.
Armed / Dangerous: So amazingly unfair, I can't believe it. Fluxcharger becomes a 6/2 swinging for 12. Nivix Cyclops is a 5/5 swinging for 10.
Well sure, any idiot can make a giant beater and send it in, where's the finesse? Where's the smooth, buttery delivery? I'll tell you where, it's in...
Artful Dodge It's blue. It's U, and it's got flashback. It also has the capacity to turn our Cyclopean friend into an unblockable 4/4, or a 7/4 if we're feeling greedy. And we usually are. This, combined with Armed from up above makes for our reliable t4 kill. Chances are they're going to see you tapped out for a 1/4 defender, and then answer with something much more impressive. Then, you artfully dodge them and move to game 2.
Ranger's Guile & Simic Charm: No, you can't play with my toys. The interaction between these and Wild Defiance is fantastic too.
Searing Spear: Sometimes you just have to get your hands dirty and set something on fire. It's also nice to clear a blocker and swing for 4 or 5.
Burst of Strength: A little permanent pump, a trigger for all the lovelies, and it untaps the attacker so it can block the following turn. It's also a cheap targeted spell to set off Wild Defiance, which is nice.
This is probably the most contested spots in the deck. It's been Unsummon, Hidden Strings, and Revenge of the Hunted. So far I like Burst best, but time will tell. Well, time and testing.
Fleeting Distraction: Triggers Wild Defiance in a pinch, otherwise it's just a cheap cantrip. Still up for debate whether I'd have this or Think Twice.