Credits go to BramK for the original version of this deck, showcased by Conley Woods in an article on TCGPlayer.
This is a super fun aggro build that curves out at 2 CMC. The deck's goal is to puke your hand out over just a few short turns, and smash your enemy with a quickly growing board state. Since everything you have is costed under any removal, you're opponent is forced to spend far more to fight the onslaught than you pay to generate it.
The best part: the look on your opponent's face when they realize they're losing to a deck with 14 lands.
Creatures
Boros Elite
This card shines in this deck. You will probably always be able to get off battalion with this deck, so Boros Elite reads as a 1 drop 3/3. Cast it on turn 2 with another 1 drop for maximum effect, so you can get off the battalion turn 3.
Daring Skyjek
3/1 with evasion? Sign me up!
Dryad Militant
A 2/1 for 1 is awesome for trading up and putting out the hurt. Dryad Militant makes for a powerful turn 1.
Hopeful Eidolon
You're not going to be bestowing this guy; 14 lands just doesn't get you there. Even so, he's a great body that slows down other aggro decks and a key combo piece.
If you have this and ethereal armor in your opening hand, play it turn 1!
Imposing Sovereign
This card is pretty strong against any other creature based deck. Still, there are only 2 copies between the main and sideboard, because it's simply too much for too little when you're wanting to hold mana open for Brave the Elements, Smite, or Gods Willing.
Judge's Familiar
A 1/1 for 1 with evasion. A good card for this deck. Add on that activated ability, and this card is hard not to love.
Precinct Captain
This card has proven itself time and again. It especially shines in control and aggro matchups, where the token generation and first strike are especially effective, respectively.
Soldier of the Pantheon
On its own, the Soldier is your best turn 1 play. This card makes it into tons of decks, because frankly, it's just awesome. It definitely doesn't fail to shine here.
Suntail Hawk
Good for the same reasons Judge's Familiar is. Copies 5-8.
Instants
Brave the Elements
This bomb is a huge part of why the deck works. You can use this card defensively or offensively. Either way, it's huge. The hardest part of this deck is learning to time it correctly. If you can help it, don't use it defensively unless it means you'll take out most of their team in the process, giving you an opening to take the win.
Celestial Flare
This card is good when it's bad and really, really good when it's good. Sometimes you can get your opponent to block a single attacker with his big blocker that's been holding you back, taking it out with this.
Smite
Cheap removal. Sometimes it may slow you down a bit because you'll need to hold back a blocker, but it's hard not to love killing a Desecration Demon with 1 mana and a Suntail Hawk.
Enchantment
Ethereal Armor
Here's where things can get a little broken. An Ethereal Armor played turn 2 onto a Hopeful Eidolon is 3 lifelink damage. Two is 7 lifelink damage. Later, Pacifism will also add to your enchantment count. Even outside of a nut draw, Ethereal armor can be a really powerful card.
Pacifism
Without some removal, it'd be easy for your opponent to set up a wall. Pacifism works nicely while conveniently comboing with Ethereal Armor.
Land
14 Plains. That's it. Live draws are a beautiful thing. In the ideal game, you'll start with 2 plains in your opening hand, and may or may not draw another.
The biggest problem with so few lands is that you'll often have hands you want to mulligan. Be reluctant to do so. Mulligans past 6 don't usually go very well.
Sideboard
Glare of Heresy
Simply put, this card is just really strong removal against Selesnya or White Weenies decks.
Gods Willing
Brave the Elements #5. Bring it in against Mono Black Devotion and Esper Control, and use them to hold off doom blades.
Immortal Servitude
Trying this out right now for control matchups. You can scavenge a board state that's just been wiped or come back after a tap-out play.
Keening Apparition
For decks with pesky enchantments. Sometimes you can get double duty out of it, swinging early on or using it later as a blocker before using its ability.
Ordeal of Heliod
Selesnya, Gruul, and similar decks do a great job of setting up a wall and racing you with their much larger creatures. Ordeal fights that plan handily if you can keep it on the board. Stick it on a flier and you'll soon enough be 10 life up and attacking with a 4/4 flier.
Pithing Needle
Planeswalkers, especially Jace, Architect of Thought and to a lesser extent Domri Rade can wreck us. So can a polukranos monstrosity. Pithing Needle can shut them down and give us time to kill our opponent.