It's too late to try and explain this deck, but I will explain a few things. I will run more Scorchwalkers, but the double red is killing me for the bloodrush. So I'm working toward more Steam Vents and Sulfur Falls.
I'm running Izzet Staticaster as a blocker, and because of a lot of cards run at 1 toughness in standard, and I know this probably won't end up in my mainboard, but hopefully in my Sideboard at the least. And because it was lying around.
I run half and half Mountain and Island because of the double red and double blue I run into. I don't want to run into situations where I can't cast a Latch Seeker cause I don't have the mana to do so. This happens sometimes, but usually I come across a Steam Vents or something.
Blistercoil Weird, Lobber Crew and Counterflux are weak ends here. I added Lobber Crew because it could ping in for a extra damage to win, and honestly I have playtested enough with Lobber Crew to know it's play value. Counterflux is on color, and it can't be countered. I like it, but don't know if its worth it to keep it. Blistercoil Weird just seems kind of awkward in this deck. I've never been super excited about it in my hand.
I run one Teleportal because I like to only use it for it's overload. It becomes really tempting to use it on Nivmagus Elemental early on , and it's just a weird preference. It works well on Blistercoil Weird sometimes though.
Hypersonic Dragon is usually my ftw card. I plop it down, it has haste, and it's a flyer.
I run 3 Artful Dodge s because 4 seems too much. With flashback and everything , 4 seems to flood my hand way too often.
Frostburn Weird can buff itself, and it's a nice blocker when I actually do end up blocking. And it can trade off with cards too, with 3 mana.
Mogg Flunkies goes in for a bulk of damage, because very rarely do I block with this deck. Unless it's Frostburn Weird. And even then.