The aim of this deck is to make one of the decks combo creatures as big as possible then swing for the win.
I normally split the cards into different catagories, corresponding to what each card does:
Wincons
Kiln Fiend is there as the decks prmary win condition, by making it as big as possible.
Nivix Cyclops acts just like the fiend, except it is a turn slower, to make up for this though it survives enemy bolts.
Delver of Secrets is our tertiary win con. If left unanswered it can easilly close a game.
"Free" spells
Gitaxian Probe increases the power of the win cons, while costing no mana, drawing a card to keep the chain going and help protect from blowouts
Mutagenic Growth increases the power in the same way as the probe, increaing it more and still helps protet it against blowouts, although it does not draw a card.
Gush is a free trigger, that nets a card as during the turn we go off, we don't care about land loss.
Can trips
Ponder and Preordain are pure card advantage, giving a trigger and allowing for card filtering.
Brainstorm is slightly different as it is not used for filtering, but more finding an answer for a removal spell.
Other spells
Each of these have different uses but all of them work to win.
Lightning Bolt can deal extra damage to an opponent or remove a creature from the way of your attacks.
Slip Through Space works mostly to stop your creature being blocked, as a bonus, it also acts as a can trip.
Temur Battle Rage works as your main finisher, as just it alone on your creature, will put through 8 damage by it's self, it also doubles any damage from other effects.
Dispel is the main protetion spell, it gives a free tigger and stops enemy removal.
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