What are the arcehtypes in Izzet that are supported in your cube, or could be options that can be explored?
'Spells Matter' is a theme that seems relatively common and not difficult to support. Creatures like Gelectrode, Guttersnipe and Young Pyromancer, and drafting a higher count of already solid instants and sorceries. Given that it doesn't require too much specific support outside of those key cards, it allows for some flexibility in what else you want to push in Izzet.
So, what else do you push?
Spells Matter - Effects that care about a critical mass of instants or sorceries. Gelectrode, Guttersnipe, Blistercore Weird, Fluxcharger, Kiln Fiend. Counter Burn - Use blue counterspell suite to deal with threats and stall the game, then unload a flurry of burn. Storm Combo - using blues free spells like Snap and Cloud of Faeries to power out a big Empty the Warrens. Support with suspend cards and rebound cards. Potentially narrow without much cross-pollination with other archetypes. Aggro Disruption - Cheap aggressive red creatures (and blue if you support them) with disruptive tempo spells. Man-o-war and friends, counterspells and burn keep the ground clear while putting more threats on the board.
Counterburn, where you primarily draft counterspells and burn (preferably instant speed). Counter anything threaten, and deal 20 to the dome. Most cubes probably have the critical mass of these effects in the card pool, though I suspect it would be difficult to pull together given those types of cards are often playable in other archetypes. It doesn't sound particularly thrilling to play, but the possibility is there.
Aggro Tempo - Play out primarily red aggro creatures, then follow with bounce and tappers from blue to maintain the pressure. Most of these effects are commonly found in cubes.
Is this essentially just a Storm deck with Empty the Warrens as finisher? Are there other win conditions, or does it just turn into something else if you don't have it?
Is there something specific you look for in the R/U aggro deck. Does it have a particular path to victory, or is it more a 'best of aggro' collection?
There can also be some sort of afinity, but i never tried it. Too parasitic i say. As others said, spells-matters is pretty fun archetype, easily supported and considerably strong. I run cards like Delver of Secrets and Empty the Warrens as weakest support, but people here love those.
I can see affinity sitting with blue, but I'm not sure what support would come from red. What would be the draw to go U/R instead of U/X?
Spells Matter happens a lot here, but we also have had a few R/U combo/token decks that work with Young Pyromancer, Purphoros, Siege Gang, Master of Waves, Opposition, Tempt With Vengeance, ect.
Wildfire.dec is good in U/R as blue has access to Mystical Tutor and cheap cantrips to dig out the combo pieces.
I just added the package to my cube, but I expect U/R artifact decks will be solid as well. Ral is a great engine to generate huge mana with big rocks, Tinker, Goblin Welder, ect...
I can see R/U affinity being possible, but generally would be parasitic and most of the cards would not be wanted by other decks. In red some others that might be playable are Atog, Barrage Ogre, Blade-tribe Berserkers, Concussive Bolt as finisher, Embersmith, Ferrovore, Scrapyard Mongrel. You wouldn't want to see them unless you were in affinity though. To avoid being too parasitic, you could increase the number of cheap equipment in the cube. This could also help support other decks that might be able to make use of Shrapnel Blast and Galvanic Blast.
'Spells Matter' is a theme that seems relatively common and not difficult to support. Creatures like Gelectrode, Guttersnipe and Young Pyromancer, and drafting a higher count of already solid instants and sorceries. Given that it doesn't require too much specific support outside of those key cards, it allows for some flexibility in what else you want to push in Izzet.
So, what else do you push?
Spells Matter - Effects that care about a critical mass of instants or sorceries. Gelectrode, Guttersnipe, Blistercore Weird, Fluxcharger, Kiln Fiend.
Counter Burn - Use blue counterspell suite to deal with threats and stall the game, then unload a flurry of burn.
Storm Combo - using blues free spells like Snap and Cloud of Faeries to power out a big Empty the Warrens. Support with suspend cards and rebound cards. Potentially narrow without much cross-pollination with other archetypes.
Aggro Disruption - Cheap aggressive red creatures (and blue if you support them) with disruptive tempo spells. Man-o-war and friends, counterspells and burn keep the ground clear while putting more threats on the board.
Counterburn, where you primarily draft counterspells and burn (preferably instant speed). Counter anything threaten, and deal 20 to the dome. Most cubes probably have the critical mass of these effects in the card pool, though I suspect it would be difficult to pull together given those types of cards are often playable in other archetypes. It doesn't sound particularly thrilling to play, but the possibility is there.
Aggro Tempo - Play out primarily red aggro creatures, then follow with bounce and tappers from blue to maintain the pressure. Most of these effects are commonly found in cubes.
Is there something specific you look for in the R/U aggro deck. Does it have a particular path to victory, or is it more a 'best of aggro' collection?
Wildfire.dec is good in U/R as blue has access to Mystical Tutor and cheap cantrips to dig out the combo pieces.
I just added the package to my cube, but I expect U/R artifact decks will be solid as well. Ral is a great engine to generate huge mana with big rocks, Tinker, Goblin Welder, ect...