I've never liked playing blue that much because it's never felt aggressive enough for me, but I decided to try to make a moderately-aggressive blue midrange deck for casual play. Later when I decided to build the deck around Flash I splashed green, mostly for Mystic Snake and Wolfir Avenger. This is what I came up with.
The plan: Land a creature on your opponent's end-step as often as possible. Disrupt their plan and protect your threats with counter spells.
Card breakdown:
Plaxmanta - Originally I was going to use Skylasher in this spot. The 2-drop critters are mostly here to hit the opponent first. The reason why I chose to use Plaxmanta as my early beater is because it retains value later in the game as well because of instant-speed shroud.
Shambleshark - Another 2-drop critter, this one is really only good if played on turn 2. However every other creature in this deck makes this guy grow, so he scales with the board state.
Wolfir Avenger - The best turn 3 creature you could ask for. He's a pretty reasonable size for the cost, plus he regenerates. This deck loves leaving mana open so regenerate should be very handy.
Boon Satyr - The other 3-mana creature is not as good on turn 3, but it becomes very valuable on turn 5. If I don't have an Avenger in hand on turn 3 I'll drop the Satyr, but Satyr has the dual-purpose of turning another creature into a finisher late-game.
Mystic Snake - The best 4-mana card in the deck. This card accomplishes everything the deck wants: gives you bodies to pressure the opponent and counters their goodies.
Ponder - The only non-instant speed card in the deck and the only 1-drop in the deck. This card is cheap enough to not disrupt the flash strategy while also fixing top decks and drawing a card.
Mana Leak - A good counter for early game. The fact that it only needs 1 blue mana is good for a two-color deck.
Psionic Charm - This slot used to be Simic Charms. I liked the Charms most of the time, but this deck was doing pretty poorly against most fast aggro decks, largely because the deck didn't have a good answer to any creature that was already in play. Psionic Blast solves the problem: It is powerful enough to kill most relevant creatures early game and is not as suicidal as Dismember.
Rewind - This deck loves being able to counter your opponents threats while also playing creatures. Rewind fills this role perfectly because it counters a spell and allows you to play a creature afterwards.
Garruk Wildpspeaker - The deck's finisher used to be Advent of the Wurm because it was the most powerful flash creature I could find. However, the mana cost proved to be too restrictive despite 4 City of Brass and 4 Seaside Citadel, so I've opted for Garruk as the new finisher. He is quite powerful in this deck because on the turn you play him you can untap two lands to threaten Mana Leak/ Plaxmanta/ Simic Charm, and afterwards he can either clutter the board or Overrun the opponent.
Mystic Genesis - Mystic Snake's big brother. Counter a spell with mana cost 5+ and you've just entered Valuetown. Even a 4-mana spell will give you a nice clocking 2-for-1. Keeping 5 mana open isn't too prohibitive when almost every card in your deck has flash.
Dual Lands - This IS a budget deck, but this deck has a lot of cards with 2 or 3 colored mana symbols so dual lands are critical. I don't want to play more than 4 lands that come into play tapped. Budget alternatives are welcome. I recommend using City of Brass and Seaside Citadel if you want to play Advent of the Wurm. Otherwise, use Yavimaya Coast and Temple of Mystery.
Please criticize this to bits!