Don't go white! I hate white! It's so annoying! Azorius has completely different spirit than Izzet. If I was to choose a third color, I'd take black or green, as Simic and Dimir are closer to Izzet than Azorius.
I played Izzet control for some time. It's a fun deck, but what you have here is more like counterburn. First you need to decide if you want to go full control or tempo/counterburn.
Either way don't add more creatures. Play spells. I assume you do not want to pay a lot of cash for snapcasters, but get a playset of Augur of Bolas, they are very good control and tempo creatures as they provide a good body (1/3 stops a lot of aggro creatures) and they replace themselves, very often finding answers. Further, Delver of Secrets is still one of the best creatures you can play turn one, but you need big density of spells in the deck for him to be effective. Stealer of Secrets is limited all-star, but in constructed he's slow. He doesn't provide value when he enters the battlefield and generally trades with every creature that hits the field, not drawing anything. Wingcrafter can improve the Stealer, but is very, very weak on his own.
Guttersnipe is a fun creature and a huge threat, and that is why he is targeted and destroyed immediately. If you go that route, you can also consider running Talrand, Sky Summoner, who also provides value when you play spells - but he's very fragile too. After playing some i decided I preferred Talrand's Invocation over himself, especially when you consider the fact that T2 Electromancer into T3 Invocation provides a lot of pressure, and you can recast invocation with Snapcaster (if you have him).
Overall, out of your creature suite I don't think I would keep anything. Perhaps Electromancer, but with him you should keep the number of spells without colorless mana in their cost at minimum.
As far as the spells go, counterflux is slow. It is very good vs control mirror, but in a tempo list not so much. Consider Negate, Essence Scatter, dispel. Maybe spell rupture, but it really isn't optimal. They could nullify your counter by removing your creature, which isn't good.
Drop Pursuit of Flight. Auras are bad, because when the creature is killed, it's a two for one in their favor. Run Runechanter's Pikes instead, as it turns any creature into a deadly threat. Syncopate is good, so is Cyclonic Rift in a tempo list (i'd play 1 or 2 though). Consider adding Unsummon and Pillar of Flame. Also add thought scour, consider Think Twice for card draw.
Inaction Injunction is a tempo play. It is decent, but nothing super exciting. Also it is the only sorcery you have, and the only spell Hypersonic Dragon actually helps. Hypersonic is nice with flying and haste, it should close out games and is cheaper than Thundermaw, but he doesn't have synergy with your deck. Sorceries worth looking at are Pillar of Flame and Mizzium Mortars, which are pretty good removal and go nice with Electromancer.
What else... You play a lot of land for a tempo deck. This amount is fine if you play control, but in a control shell you'd play different creatures.
I always wanted to make a tempo deck with Nivmagus Elemental, but this creature is soooo gimmicky that I am not really sure its even possible. One way to try that is to give him a cipher spell and make him grow by exiling the copies (like Hands of Binding - it even curves nicely ;D). The other is having a mechanism to copy spells.
I you wish to play control, consider creatures like Niv-Mizzet, Dracogenius, Lone Revenant, Sphinx of Uthuun... Perhaps Charmbreaker Devils. Augur of Bolas is still very good in this deck, so is Snapcaster Mage. Hypersonic should be fine, you can also think about the Mercurial Chemister (i ran him in my counterburn list, was pretty fine, as usually all the removal of my opponent was already wasted on other creatures. The bad thing is he can't close out the game. He lacks either toughness or ability to hit players).
For spells you definitely need more card draw and filtering. Think Twice does just that. Divination is a sorcery, but Inspiration is nice if you want to pay 4 for 2 cards. Thoughtflare is very good card selection and card advantage. If you are willing to go a bit into black, definitely look at Forbidden Alchemy (with black comes a lot of goodness like Dimir cards).
Then there are planeswalkers... But it's expensive.
To end this long rant, I'd like to say that I hope Ral Zarek and Melek will both be awesome
Okay, it's just an idea I have and am willing to try, but I'd like to know other peoples' opinions.
So, it would certainly run a very low mana curve (topping off at 3 probably, though might go as high as 4).
Overall I haven't made a decklist yet, but here's what I am considering:
Creatures
Snapcaster Mage - just a staple, can't go wrong with him in aggro-control decks with low curve. Most likely a four-of Delver of Secrets - a creature we all love or hate, not as consistent as is used to be, but with high enough number of spells should still flip often. Not a necessisity though Nivmagus Elemental - one drop which can dodge pillars and searing spears after just one use of his ability. Works good with flashback spells and cipher. Augur of Bolas - isn't much of a threat by himself, but he digs through deck and searches for answers, while providing relevant body against aggro. Can carry pike pretty well, but can get chump blocked a lot. Possibly a sideboard card, but might be good maindeck. Rakdos Cackler - T1 2/2 which can be protected and deal some heavy damage. Probably not optimal though. Vampire Nighthawk - very strong card, carries a pike incredibly well, but 3 toughness sets him back. Just dies to searing spears. Lifegaining for 6 or more with each attack is very strong though. Duskmantle Seer - provides fuel and is a good finisher. Possible curve-topper in an otherwise low manacost deck. Not sold on this one. Guttersnipe - no need to introduce this guy. Strong ability, but incredibly vulnerable. Also you want to drop him ASAP, but then you can't protect him for a whole turn. Talrand, Sky Summoner - Same case as Guttersnipe. Overall I don't really like them and would like to keep the curve lower. Goblin Electromancer - lovely goblin who makes our spells cheaper. Very nice, but I wouldn't run him. He dies easily and fills slots which could be used on noncreature cards. Invisible Stalker - useless on his own, awesome with pikes and cipher effects
Destroy effects: Dreadbore, Ultimate Price, Victim of Night,Rapid Hybridization,Sever the Bloodline - Sever the Bloodline might be a bit too expensive for our tastes, possibly a sideboard material. Rapid Hybridization is instant speed, is cheap and gets rid of troublesome creatures. Also, can save our creature. Overall it has its uses, but leaving a 3/3 behind can be a significant drawback considering our lack of big creatures.
Sacrifice effects: Devour Flesh - giving an opponent life is a significant drawback for us, but it is a very good answer for a geist. Also, T3, with 3 mana sources, we could kill a dork (pillar of flame) and force them to sac a hexproof guy. Tribute to Hunger - one mana more and we are gaining life. Not a reliable source of lifegain, but it is a good option against untargettable creatures. Barter in Blood - we want an early creature out and we want to protect it. It's just not for us.
X spells: Bonfire of the Damned - good against geists if drawn T4 or later and if we didn't miss land drops. As always, strong vs aggro. Rakdos's Return - forcing opponents to topdeck mode is always good, but requires investment of ~five mana to be truly strong. We don't want to run more than 22, 23 lands.
Tempo plays: Unsummon - the basic bounce spell, can always come in handy, but lacks the power Vapor Snag used to have. Cyclonic Rift - more expensive and can't save our creatures, but if the game drags on it can give us the breathing room. Also we can then Rakdos's Return in our turn for great value. Definitely a thing to consider and playtest. Hands of Binding - tapping guys might sometimes be even better than bouncing them (ETB effects), also cipher makes it that much stronger. Good with stalker and nivmagus elemental.
[Card]Aetherize[Card] - one sided board wipe, cheaper than the Rift. Can give us time to finish them off, or sometimes protect our attacking creatures. Not a bad card.
Card draw: Think Twice - basic draw with flashback. Always nice.
[Card]Desperate Ravings[Card] - digs deeper than Think Twice, but the random discard can screw things up. I'm always torn between the two. Forbidden Alchemy - digs deep and has a flashback, which is relevant in the lategame. Can dump flashback cards to the yard and provide us with exactly what we need. Last Thoughts - overcosted, but if we are running the stalker, it might be good. It's always a curiosity which cantrips and can flip delver. Thoughtflare - digs deep at instant speed and gives us +1 card advantage. 5 mana is a bit rough though. Cremate - a cantrip is a cantrip and can stop graveyard shenanigans. Inaction Injunction - A cantrip. And a tempo play. Honestly, I like hands of binding better
The charms: Izzet Charm - very good tempo card, protects our threats and doubles as removal, can stop some combos and counter reanimation. Very good. Dimir Charm - Stops reanimation unconditionally, kills some relevant creatures and can fateseal, help delver flip. Definitely an option to consider. Rakdos Charm - a sideboard card. Can act as artifact removal option, can be a burn spell and fights reanimator decks. Has its uses.
Artifacts:
Runechanter's Pike - great damage, first strike is very relevant. Strong card, possibly a 2-of. Rakdos Keyrune - ramp, blocker, 3 power is strong. Can't really carry a pike and lowers the spell count - maybe in one of the creature slots. Dodging sorcery removal is relevant if used for attacking. Dimir Keyrune - ramp, unblockable. Alternate wincon, but Rakdos Keyrune is probably better. Also dodges sorcery removal. Grafidgger's Cage and Glaring Spotlight - traditionally good sideboard cards.
How do you want to cast Epic Experiment effectively in this deck? You have no removal (because you want the burn to go to the face, right?) and no mana acceleration whatsoever. You may play one land a turn at most, are you counting that your burn will take you there to turn 11 (where it is possible you'll finally have 9 lands for Experiment for x=7). Meanwhile you will face Zombies onslaught, mono red onslaught, T2 Loxodon Smiters, T3 Thragtusks or T2 Silverblade Paladins into T3 Sublime Archangels...
It just seems unlikely that you will survive long enough. Epic Experiment, when cast for 5 mana turn five, just doesn't do enough and has a pretty big chance to just flip two lands and a delver, doing nothing. Most of the time it will just hit one pillar of flame or a brimstone volley, two spells at most. And waiting for hitting nine mana naturally is just unrealistic.
Since you are burning your opponent with Vexing quite a lot, wouldn't incorporating Bump in the Night a good idea? 3 damage to the face which can be flashed back lategame is nothing to scoff at, especially at such a low cost.
I still cannot decide between Desperate Ravings and Think Twice - the former digs deeper, the former is safer. Desperate Ravings has a higher variance, but can be a godsend at times.
I own two Nivmagus Elementals, and I feel this deck is in the need of a one drop. And I am not convinced about delver post rotation. However, the only spell Nivmagus works well with is Think Twice (no card disadvantage when cast from the graveyard) or Desperate Ravings. And it makes it less valuable for the deck. Blistercoil Weirds are meh overall, unless I decide to run them with Dual Casting - which is asking for them to get removed and I'd need ways to protect them like Elgaud Shieldmate or Mizzium Skin. The latter is subpar, the former has a high mana cost and lowers my spell count (which matters for Guttersnipe, Tiago and Electromancer). I decided not to run Runechanter's Pike, as it is simply too slow and lowers the spell count, while my creatures and burn are good enough on it's own.
In one of the changes I made to the deck I forgot about the inclusion of a singleton Devil's Play. It is an excellent wincon, but right now I just can't figure out anything to take out.
I am not completely sold on Thunderous Wrath. Since I lowered the number of Mercurial Chemisters to 2, I don't draw them that often and they usually die as soon as they hit the field. Wrath is awesome when miracled, electromancer can reduce its cost and chemister can discard it for 6 damage to the face, but right now I am not sure if it is correct to run them at all. Talrand is similarly vulnerable and can create incredible boardstate if left alone - but does not refill your hand. Niv-Mizzet, Dracogenius is another option, as in testing I very often get to 8 or even more mana and a powerful finisher like him could most likely help.
The biggest problem I faced was Sigarda. Chemister nor Wrath can't target her and she is out of reach of Mortars. The only way to kill her is a miracled Bonfire. Also, I am considering another copy of Pithing Needle against superfriends decks (and UWR miracle control, to lock both Tamiyo and Jace down. They can just Det.Sphere/ORing them though...).
Why goblin arsonist? He doesn't do anything in this deck and is only playable in a hyper aggressive shell with bonuses for his tribe. There's nothing here which would encourage you to play him. If you need a body to put Dual Casting on, why not something like Invisible Stalker? He dodges spot removal at least.
Well, it's not like I have any four drops except for Talrand's Invocation (I prefer it to the Talrand himself, he's just too inconsistent and vulnerable) so I might consider it. It doubles as creature removal and a burn to the face, so it's not unreasonable to test it.
The problem is, I do not have any guttersnipes yet, nor any essence backlashes (after a prerelease AND a draft). By the way, Mercurial Chemister was amazing in my testing.
A deck I might take to FNM tomorrow, except the Steam Vents I do not own - perhaps I will pack two or three izzet guildgates. Another problem are Desperate Ravings which I do not have as of yet. Anyway, the deck focuses on burning/countering early threats and dropping enough creatures (preferable armed with Runechanter) to finish the game. Straight-to-the-face burn also helps this task. Redundant Thunderous Wraths can be pitched to Mercurial Chemister or get thrown away with Desperate Ravings or Izzet Charm. Searing Spears may go to the face when needed.One free place in the sideboard, I was thinking about Hypersonic Dragon, who would provide some nice reach and improve my sorceries. Thundermaw is an option, but too expensive as of now. I am also considering Vandalblast in place of Smelts and addition of Thunderbolts to the board.
I played Izzet control for some time. It's a fun deck, but what you have here is more like counterburn. First you need to decide if you want to go full control or tempo/counterburn.
Either way don't add more creatures. Play spells. I assume you do not want to pay a lot of cash for snapcasters, but get a playset of Augur of Bolas, they are very good control and tempo creatures as they provide a good body (1/3 stops a lot of aggro creatures) and they replace themselves, very often finding answers. Further, Delver of Secrets is still one of the best creatures you can play turn one, but you need big density of spells in the deck for him to be effective. Stealer of Secrets is limited all-star, but in constructed he's slow. He doesn't provide value when he enters the battlefield and generally trades with every creature that hits the field, not drawing anything. Wingcrafter can improve the Stealer, but is very, very weak on his own.
Guttersnipe is a fun creature and a huge threat, and that is why he is targeted and destroyed immediately. If you go that route, you can also consider running Talrand, Sky Summoner, who also provides value when you play spells - but he's very fragile too. After playing some i decided I preferred Talrand's Invocation over himself, especially when you consider the fact that T2 Electromancer into T3 Invocation provides a lot of pressure, and you can recast invocation with Snapcaster (if you have him).
Overall, out of your creature suite I don't think I would keep anything. Perhaps Electromancer, but with him you should keep the number of spells without colorless mana in their cost at minimum.
As far as the spells go, counterflux is slow. It is very good vs control mirror, but in a tempo list not so much. Consider Negate, Essence Scatter, dispel. Maybe spell rupture, but it really isn't optimal. They could nullify your counter by removing your creature, which isn't good.
Drop Pursuit of Flight. Auras are bad, because when the creature is killed, it's a two for one in their favor. Run Runechanter's Pikes instead, as it turns any creature into a deadly threat. Syncopate is good, so is Cyclonic Rift in a tempo list (i'd play 1 or 2 though). Consider adding Unsummon and Pillar of Flame. Also add thought scour, consider Think Twice for card draw.
Inaction Injunction is a tempo play. It is decent, but nothing super exciting. Also it is the only sorcery you have, and the only spell Hypersonic Dragon actually helps. Hypersonic is nice with flying and haste, it should close out games and is cheaper than Thundermaw, but he doesn't have synergy with your deck. Sorceries worth looking at are Pillar of Flame and Mizzium Mortars, which are pretty good removal and go nice with Electromancer.
What else... You play a lot of land for a tempo deck. This amount is fine if you play control, but in a control shell you'd play different creatures.
I always wanted to make a tempo deck with Nivmagus Elemental, but this creature is soooo gimmicky that I am not really sure its even possible. One way to try that is to give him a cipher spell and make him grow by exiling the copies (like Hands of Binding - it even curves nicely ;D). The other is having a mechanism to copy spells.
I you wish to play control, consider creatures like Niv-Mizzet, Dracogenius, Lone Revenant, Sphinx of Uthuun... Perhaps Charmbreaker Devils. Augur of Bolas is still very good in this deck, so is Snapcaster Mage. Hypersonic should be fine, you can also think about the Mercurial Chemister (i ran him in my counterburn list, was pretty fine, as usually all the removal of my opponent was already wasted on other creatures. The bad thing is he can't close out the game. He lacks either toughness or ability to hit players).
For spells you definitely need more card draw and filtering. Think Twice does just that. Divination is a sorcery, but Inspiration is nice if you want to pay 4 for 2 cards. Thoughtflare is very good card selection and card advantage. If you are willing to go a bit into black, definitely look at Forbidden Alchemy (with black comes a lot of goodness like Dimir cards).
Then there are planeswalkers... But it's expensive.
To end this long rant, I'd like to say that I hope Ral Zarek and Melek will both be awesome
So, it would certainly run a very low mana curve (topping off at 3 probably, though might go as high as 4).
Overall I haven't made a decklist yet, but here's what I am considering:
Creatures
Snapcaster Mage - just a staple, can't go wrong with him in aggro-control decks with low curve. Most likely a four-of
Delver of Secrets - a creature we all love or hate, not as consistent as is used to be, but with high enough number of spells should still flip often. Not a necessisity though
Nivmagus Elemental - one drop which can dodge pillars and searing spears after just one use of his ability. Works good with flashback spells and cipher.
Augur of Bolas - isn't much of a threat by himself, but he digs through deck and searches for answers, while providing relevant body against aggro. Can carry pike pretty well, but can get chump blocked a lot. Possibly a sideboard card, but might be good maindeck.
Rakdos Cackler - T1 2/2 which can be protected and deal some heavy damage. Probably not optimal though.
Vampire Nighthawk - very strong card, carries a pike incredibly well, but 3 toughness sets him back. Just dies to searing spears. Lifegaining for 6 or more with each attack is very strong though.
Duskmantle Seer - provides fuel and is a good finisher. Possible curve-topper in an otherwise low manacost deck. Not sold on this one.
Guttersnipe - no need to introduce this guy. Strong ability, but incredibly vulnerable. Also you want to drop him ASAP, but then you can't protect him for a whole turn.
Talrand, Sky Summoner - Same case as Guttersnipe. Overall I don't really like them and would like to keep the curve lower.
Goblin Electromancer - lovely goblin who makes our spells cheaper. Very nice, but I wouldn't run him. He dies easily and fills slots which could be used on noncreature cards.
Invisible Stalker - useless on his own, awesome with pikes and cipher effects
Spells:
Burn:
Searing Spear, Pillar of Flame, Mizzium Mortars, Annihilating Fire
We might run those in any combination, SB and MB.
Destroy effects:
Dreadbore, Ultimate Price, Victim of Night,Rapid Hybridization,Sever the Bloodline - Sever the Bloodline might be a bit too expensive for our tastes, possibly a sideboard material. Rapid Hybridization is instant speed, is cheap and gets rid of troublesome creatures. Also, can save our creature. Overall it has its uses, but leaving a 3/3 behind can be a significant drawback considering our lack of big creatures.
Sacrifice effects:
Devour Flesh - giving an opponent life is a significant drawback for us, but it is a very good answer for a geist. Also, T3, with 3 mana sources, we could kill a dork (pillar of flame) and force them to sac a hexproof guy.
Tribute to Hunger - one mana more and we are gaining life. Not a reliable source of lifegain, but it is a good option against untargettable creatures.
Barter in Blood - we want an early creature out and we want to protect it. It's just not for us.
X spells:
Bonfire of the Damned - good against geists if drawn T4 or later and if we didn't miss land drops. As always, strong vs aggro.
Rakdos's Return - forcing opponents to topdeck mode is always good, but requires investment of ~five mana to be truly strong. We don't want to run more than 22, 23 lands.
Tempo plays:
Unsummon - the basic bounce spell, can always come in handy, but lacks the power Vapor Snag used to have.
Cyclonic Rift - more expensive and can't save our creatures, but if the game drags on it can give us the breathing room. Also we can then Rakdos's Return in our turn for great value. Definitely a thing to consider and playtest.
Hands of Binding - tapping guys might sometimes be even better than bouncing them (ETB effects), also cipher makes it that much stronger. Good with stalker and nivmagus elemental.
[Card]Aetherize[Card] - one sided board wipe, cheaper than the Rift. Can give us time to finish them off, or sometimes protect our attacking creatures. Not a bad card.
Card draw:
Think Twice - basic draw with flashback. Always nice.
[Card]Desperate Ravings[Card] - digs deeper than Think Twice, but the random discard can screw things up. I'm always torn between the two.
Forbidden Alchemy - digs deep and has a flashback, which is relevant in the lategame. Can dump flashback cards to the yard and provide us with exactly what we need.
Last Thoughts - overcosted, but if we are running the stalker, it might be good. It's always a curiosity which cantrips and can flip delver.
Thoughtflare - digs deep at instant speed and gives us +1 card advantage. 5 mana is a bit rough though.
Cremate - a cantrip is a cantrip and can stop graveyard shenanigans.
Inaction Injunction - A cantrip. And a tempo play. Honestly, I like hands of binding better
The charms:
Izzet Charm - very good tempo card, protects our threats and doubles as removal, can stop some combos and counter reanimation. Very good.
Dimir Charm - Stops reanimation unconditionally, kills some relevant creatures and can fateseal, help delver flip. Definitely an option to consider.
Rakdos Charm - a sideboard card. Can act as artifact removal option, can be a burn spell and fights reanimator decks. Has its uses.
Artifacts:
Runechanter's Pike - great damage, first strike is very relevant. Strong card, possibly a 2-of.
Rakdos Keyrune - ramp, blocker, 3 power is strong. Can't really carry a pike and lowers the spell count - maybe in one of the creature slots. Dodging sorcery removal is relevant if used for attacking.
Dimir Keyrune - ramp, unblockable. Alternate wincon, but Rakdos Keyrune is probably better. Also dodges sorcery removal.
Grafidgger's Cage and Glaring Spotlight - traditionally good sideboard cards.
It just seems unlikely that you will survive long enough. Epic Experiment, when cast for 5 mana turn five, just doesn't do enough and has a pretty big chance to just flip two lands and a delver, doing nothing. Most of the time it will just hit one pillar of flame or a brimstone volley, two spells at most. And waiting for hitting nine mana naturally is just unrealistic.
How did the deck fare in testing?
3x Goblin Electromancer
3x Guttersnipe
2x Mercurial Chemister
4x Snapcaster Mage
Instant (17)
1x Cyclonic Rift
3x Desperate Ravings/Think Twice
2x Izzet Charm
3x Searing Spear
2x Syncopate
4x Thought Scour
2x Thunderous Wrath
2x Bonfire of the Damned
3x Mizzium Mortars
2x Pillar of Flame
2x Talrand's Invocation
Land (22)
1x Desolate Lighthouse
6x Island
2x Izzet Guildgate
5x Mountain
4x Steam Vents
4x Sulfur Falls
1x Pithing Needle
2x Tormod's Crypt
2x Izzet Staticaster
2x Talrand, Sky Summoner
1x Zealous Consripts
3x Redirect
2x Smelt
2x Pillar of Flame
I still cannot decide between Desperate Ravings and Think Twice - the former digs deeper, the former is safer. Desperate Ravings has a higher variance, but can be a godsend at times.
I own two Nivmagus Elementals, and I feel this deck is in the need of a one drop. And I am not convinced about delver post rotation. However, the only spell Nivmagus works well with is Think Twice (no card disadvantage when cast from the graveyard) or Desperate Ravings. And it makes it less valuable for the deck. Blistercoil Weirds are meh overall, unless I decide to run them with Dual Casting - which is asking for them to get removed and I'd need ways to protect them like Elgaud Shieldmate or Mizzium Skin. The latter is subpar, the former has a high mana cost and lowers my spell count (which matters for Guttersnipe, Tiago and Electromancer). I decided not to run Runechanter's Pike, as it is simply too slow and lowers the spell count, while my creatures and burn are good enough on it's own.
In one of the changes I made to the deck I forgot about the inclusion of a singleton Devil's Play. It is an excellent wincon, but right now I just can't figure out anything to take out.
I am not completely sold on Thunderous Wrath. Since I lowered the number of Mercurial Chemisters to 2, I don't draw them that often and they usually die as soon as they hit the field. Wrath is awesome when miracled, electromancer can reduce its cost and chemister can discard it for 6 damage to the face, but right now I am not sure if it is correct to run them at all. Talrand is similarly vulnerable and can create incredible boardstate if left alone - but does not refill your hand. Niv-Mizzet, Dracogenius is another option, as in testing I very often get to 8 or even more mana and a powerful finisher like him could most likely help.
The biggest problem I faced was Sigarda. Chemister nor Wrath can't target her and she is out of reach of Mortars. The only way to kill her is a miracled Bonfire. Also, I am considering another copy of Pithing Needle against superfriends decks (and UWR miracle control, to lock both Tamiyo and Jace down. They can just Det.Sphere/ORing them though...).
The problem is, I do not have any guttersnipes yet, nor any essence backlashes (after a prerelease AND a draft). By the way, Mercurial Chemister was amazing in my testing.
4x Snapcaster Mage
4x Goblin Electromancer
2x Augur of Bolas
3x Mercurial Chemister
Instants:
1x Cyclonic Rift
2x Syncopate
3x Izzet Charm
3x Searing Spear
4x Thunderous Wrath
3x Desperate Ravings
2x Bonfire of the Damned
2x Mizzium Mortars
2x Talrand's Invocation
1x Devil's Play
Artifacts:
2x Runechanter's Pike
Lands:
7x Island
6x Mountain
4x Sulfur Falls
4x Steam Vents
1x Desolate Lighthouse
A deck I might take to FNM tomorrow, except the Steam Vents I do not own - perhaps I will pack two or three izzet guildgates. Another problem are Desperate Ravings which I do not have as of yet. Anyway, the deck focuses on burning/countering early threats and dropping enough creatures (preferable armed with Runechanter) to finish the game. Straight-to-the-face burn also helps this task. Redundant Thunderous Wraths can be pitched to Mercurial Chemister or get thrown away with Desperate Ravings or Izzet Charm. Searing Spears may go to the face when needed.One free place in the sideboard, I was thinking about Hypersonic Dragon, who would provide some nice reach and improve my sorceries. Thundermaw is an option, but too expensive as of now. I am also considering Vandalblast in place of Smelts and addition of Thunderbolts to the board.