Something I was inspired to create after looking through the Dominaria release notes: A tempo-based U/R deck that uses cheap Wizards and their synergies with Instants/Sorceries to deny threats to the opponent and protect itself, and hopefully close out the game by turn 6. I'm more used to designing Control decks than Tempo, so my ears are open to any feedback/ideas you'd care to share!
~~Current Issues~~
-Spells vs Creatures: Getting the right ratio of threats to disruption is proving tricky, especially when they both enable each other. I'd REALLY appreciate even the most general of pointers in this area.
-Card Draw: Is 8 draw-related spells too many? I'd say no, given that half of them also help me develop a threat, but this is obviously open to discussion.
Dominaria card descriptions, for reference:
~~Ghitu Lavarunner~~
R
Creature Human Wizard
1/2
As long as there are two or more instant and/or sorcery cards in your graveyard, Ghitu Lavarunner gets +1/+0 and has haste.
~~Adeliz, the Cinder Wind~~
1UR
Legendary Creature Human Wizard
2/2
Flying, haste
Whenever you cast an instant or sorcery spell, Wizards you control get +1/+1 until end of turn.
~~Naru Meha, Master Wizard~~
2UU
Legendary Creature Human Wizard
3/3
Flash
When Naru Meha, Master Wizard enters the battlefield, copy target instant or sorcery spell you control. You may choose new targets for the copy.
Other Wizards you control get +1/+1.
~~Blink of an Eye~~
1U
Instant
Kicker 1U (You may pay an additional 1U as you cast this spell.)
Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
~~Wizard's Lightning~~
2R
Instant
This spell costs 2 less to cast if you control a Wizard.
Wizard's Lightning deals 3 damage to any target.
~~Wizard's Retort~~
1UU
Instant
This spell costs 1 less to cast if you control a Wizard.
Counter target spell.
~~Radiating Lightning~~
3R
Instant
Radiating Lightning deals 3 damage to target player and 1 damage to each creature that player controls.