3/14/16 UPDATEOk, I've since moved pretty far away from the deck which inspired this, mostly upgrading it from a budget deck with better cards.
Inspirational sources include:http://www.mtgsalvation.com/forums/the-game/modern/modern-archives/modern-archives-deck-creation/543973-izzet-blitz
http://tappedout.net/mtg-decks/nivix-cyclops-v20/
And of course RonThorns who pointed out kiln fiend and assault strobe.
We're looking for turn 3-4 kills in one big hit from our critters. Turns 1-2 are spent cycling for the kill combo. We only need 3 land to kill reliably and with the cycling I feel comfortable with 20 land. This is my first modern deck which I'm taking to friday night magic. Despite the work I put into R&D, I'm an inexperienced player who is still looking for advice as I go.
Creatures 10x I have 3 different creatures for redundancy. Many decks like this run on Kiln fiend and Cyclops exclusively. I find that guttersnipe is equally effective and gives the deck some diversity against possible counters in games 2 & 3. I currently feel 10 creatures is enough, so I sideboard 2.
Nivix Cyclops- With 4 toughness the Nivix Cyclops is much harder for the opponent to deal with then my other creatures. A great 4 of when the opponent is trying to burn my creatures down.
Kiln Fiend- As a 2 cast he gives me a chance for a round 3 win, thus making him the default 4 of in most games.
Guttersnipe- Guttersnipe gains easy T4 kills with Hidden Strings and Hands of Binding. Using Hidden Strings to untap lands after attack phase in order to cast more spells post combat makes the card even more deadly.
Bypassing Blockers 8x I want a reliable way to bypass blockers to guarantee lethal damage. I only get one shot at this.
Slip Through Space- This replaces artful dodge because it can help me draw into a Assault Strobe or Titan's Strength which I think is worth losing the double cast from graveyard.
Hidden Strings- While it can only tap up to 2 blockers, it also has additional utility. I can untap the land I used to cast it for a free spell, I can tap an opponents land to prevent shenanigans, it can also resolve a second time after combat to boost guttersnipe damage.
Hands of Binding (sideboard)- If my opponent is running really tall I think I could whip this card out sometimes over Slip Through Space to make guttersnipe even scarier.
Kill Cards 8x
Assault Strobe- I played with a few different double strike cards before settling on this. Gaining double strike for 1 mana is perfect, and significantly lowers the bar on the way to lethal damage.
Titan's Strength- Lots of choices here as well. Titans strength has scry 1 along with +3 power. +3 is the magic number for lethal damage and scry helps my cycle cards draw a winner when I need it.
Cycle Cards 8x
Gitaxian Probe- So much win here. I can see if my opponent has any removal and help determine how much time I have left, I get to cycle into necessary cards faster, I can cast it for 1 early game when I'm twiddling my thumbs, and I can cast it for 2 life to boost my critters while conserving mana.
Serum Visions- Scry 2 early on does wonders for getting that crucial card necessary to pull off that turn 3-4 win.
Jace, Vryn's Prodigy
Not necessary, but totally cool (and I just happen to have one). He can cycle early on and casting from graveyard can help.
Creature Protection 6x
Mizzium Skin
- Such a powerful counter to removal. I take it over counterspells because I can boost my creatures by casting it on them, even if they aren't in danger while a counterspell would just sit in my hand uselessly.
Apostle's Blessing- Doubles as a potential way around blockers. Pretty reliable protection in most games.
Stubborn Denial (sideboard)- My spell of choice when I want to run counterspells. Most of my creatures have a power of 4 as the spell resolves, making this a 1 cast counter-everything spell pretty often.