This is a try of a new UR prowess with the new extension EMN.
The game plan is a disruptive/midrange deck. You want to take control of the board with your creatures and then protect them with blast and prowess activation. Game 2 you have access to a lot of counterspell.
Creatures :
T1
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T2
-Stormchaser Mage is your primary damage input and board control in the early game. With hast and prowess he can deal a reasonable amount of damage early or blocks 1-2 damage creatures (or greater with prowess).
-Curious Homonculus is here to help you cast your spells but you really want him to flip. He'll continue to help you in casting spells even better and he got a nice body with prowess.
T3
-You prefer to cast abbot of keral keep on T3 in order to benefit from his ability. he doesn't have to best body but can help you deal more damage.
T4
-Niblis of frost is evasive, has a good damage input due to prowess and his ability to freeze opponent creature his amazing.
T5
-Goblin dark-dwellers will snapback spells. He's an amazing creature that has an impact on the battlefield immediately.
-Mirrorwing Dragon can lead you to victory with a slip through space or titan's strength cast on him. He his also very difficult to remove without blasting all the opponent board.
-Bedlam Reveler can be cast T5 but you want to cast him to refill your hand mostly.
Spells :
spell works has pump-up, control of making CA.
Anticipate might be the best CA spell in standard right now. use it when you really want to draw or when you have prowess creatures on the board to pump them at the same time as making CA.
Slip through space and titan's strength make CA but the primary use is on offensive side. However don't hesitate to cast it on Mirrowing dragon for amazing turns.
Galvanic bombardment is used for blasting small creatures in the beginning of the game. It can grow in the end but don't bet on this.
collective defiance is really usefull on destroying target that can't be reached by bombardement. don't hesitate to cast it for 4 manas as it become a really cost effective spell. The first ability should be used when you know that your opponent has a good hand.
Lands :
Be careful when playing wandering fumarolle because it come on the board tapped. However don't hesitate to animate it if your have too much mana or the game his very long.
You don't have a lot of late game creatures but you have some. However it's better for you to reduce the life of your opponent early so your can finish him with a rush or a collective defiance (while blasting the opponent).
You can expect a kill between the turn 4 to 8 depending on your starting hand.
SideDeck :
The sidedeck his mostly a control deck. You can sweep pump-up spell in order to protect your creatures.