Hello everyone, I have been viewing these forums for a few weeks since the release of the game and I really like the decks posted by all the board members here. Especially decks posted by Stevolutionary and djAMPnz, had a real blast playing some of your decks guys!
I wanted to share an Izzet deck that is the very first deck I played in this game. Since the beginning it has evolved to what I consider to be its most stable version so far, but I'd really like to hear back from you if you have any advice or impressions on it.
Strategy for this deck is pretty straightforward, this is basically a very aggressive deck that hopes to take advantage of creatures with effects triggered by sorceries or instants, mainly the
Kiln Fiends,
Guttersnipes and
Talrand, Sky Summoner. You should try to get either and as many of them in play as soon as possible and then use your spells to push through damage.
Kiln Fiend in particular is deadly with
Artful Dodge or
Tectonic Rift.
Ogre Battledriver is especially great to make them deadly as soon as they enter the battlefield, especially if you have the above mentioned cards in hand. He is also great with Talrand's tokens and of course
Charmbreaker Devils if you happen to draw them although you don't really need them to win.
Apart from that the deck has quite a lof of draw cards to help you get the cards you want and fuel the creatures, some small creatures removal with shock as well as a few counterspells to save your guys or counter whatever you may have trouble with. Also with 4
Think Twice and
Artful Doge you have a total of 8 flashback spells in your deck, which is a lot of fuel for your creatures.
Finally,
Chasm Skulker benefits from the decent amount of draw of this deck, and also serves as a great removal magnet to protect your real wincons.
Fling is an extra spell allowing your pumped creatures to damage your opponent and works exceptionally well on a big Skulker, even more with an
Ogre Battledriver in play.
Also after some testing, it turns out that creatures with abilities benefiting from casting sorceries or instants that are sacrificed with
Fling still see their abilities activated from the graveyard after resolution of the spell. Which means that while a sacrificed
Kiln Fiend will not be boosted in time to add damage to the Fling, a sacrificed
Guttersnipe or
Talrand, Sky Summoner should deal damage/add a token following resolution of the spell.
2014/10/11 Edit: Updated the deck with the new awesome builder tool and with a swap from Electromancers to Fling, following a suggestion from Stevo. The flings have added a nasty trick to the deck and also work well with the general theme.