The main idea is to have dozens of small creatures with evasion, that just go all in every turn. Ensoul combo adds speed. Card draw to be effective in late game with dozens of low-costed spells.
Ensoul Artifact
+
Ornithopter
when this appears in your initial hand, it is generally evasive swing for 6 on T2 (T1 being Triton Shorestalker or Hypnotic Siren).
Darksteel Citadel + Ensoul Artifact
slower one (can swing on T3), takes your land, dont have evasion. Better at blocking, survives some removals.
Hall of Triumph - had several hopeless games won just by topdecking this one.
Hour of Need - can be used as anti-removal, anti low-costed wipe (survives Anger of the Gods and Drown in Sorrow), can be used to make a surprice kill on block, or block and then create creature out of blocker, with enemy creature still being blocked. Can be used to spend big amounts of mana with one cast (which is rare in this deck), resulting into huge increase of power. Doesn't give creature advantage in general case, makes deck more prone to 1-to-1 removals, so there is only 2 copies.
Bident of Thassa - huge cost for huge value. Can establish ~3-4 card draw per turn, with first turn being the turn on which it is casted. Second ability can be helpfull to get rid of flier-blockers.
Military Intelligence - with this deck it triggers every turn, resulting in huge card draw for small cost. Just be aware and don't cast it when there is a chance that your second creature will be removed.
Void Snare - just a tempo card. Will switch for Monastery Siege when in release.
Triton Tactics - really shines against red, being able to protect two creatures against Anger of the Gods for 1, save creatures from burning, untap and block enemy aggro with freezing attackers and blocking everything up to 4 power without casualties. Bad against other colors, so it is strong sideboard card.