Creature(7):
4 x
Thermo-Alchemist3 x
Enigma DrakeInstant(21):
2 x
Dispel2 x
Lightning Axe2 x
Expedite4 x
Galvanic Bombardment1 x
Pull From Tomorrow2 x
Disperse2 x
Scatter to the Winds4 x
Fiery Temper2 x
Hieroglyphic IlluminationSorcery(8):
4 x
Take Inventory2 x
Cathartic Reunion2 x
Collective DefianceEnchantment(2):
2 x
Fevered VisionsLands(22):
8 x
Island2 x
Wandering Fumarole10 x
Mountain2 x
Sulfur FallslinkI made a very similar deck to the OP that I am testing out. I am not a good deck builder or player, so I am surprised by how well this is working. I beat a guy named Giocher at ~level 13, not sure if is the same Giocher that plays in the Steam Showdown. He ramped up with double Druids and played the green Expertise twice. I countered the second one and attacked with a 13/4 Drake. I had Dispel up to protect the Drake but didn't need it.
I would be very interested in suggestions for possible improvements.
Creatures:
Thermo-Alchemist => Very good card for chipping away at life total, blocking small dudes, keeping walkers off their ultimates
Enigma Drake => Win condition. Play him late, only if you can haste him with opponent tapped out, or with counterspell protection
Instants:
Dispel => the current meta has a lot of instant speed removal, so on your turn this will prevent everything but Cast Out
Lightning Axe => for keeping the board clear, small discard theme for madness and pumping Drake
Expedite => Is this too cute? I don't like brown land battlement, I want to haste Drake and protect with Dispel, total 5 mana play. Is this better than just holding up one U with Dispel one turn earlier?
Galvanic Bombardment => works with discard subtheme, good for keeping the board clear
Pull From Tomorrow => I have not cast it yet. CGB says it is good. Is it?? I only run one
Disperse => Surprisingly good in this deck, can bounce a threat for a turn, protect Drake
Scatter to the Winds => Protecting Drake is very important, but three mana is painful to leave open. Do I need more??
Fiery Temper => very effective with discard subtheme
Hieroglyphic Illumination => CGB says this card is good. Cycling give Drake a pump and gets you a card. I run two
Sorcery:
Take Inventory => full set keeps the gas coming, fits with discard subtheme
Cathartic Reunion => this card is very very good in this deck. I am only running two, should it be more??
Collective Defiance => Have not been impressed with this card so far. Most often a 3 mana burn for 3 sorcery
Enchantments:
Fevered Visions => not an instant or a sorcery, but keeps the gas coming and chips away at the opponents life total
Lands: Only 22 lands, no brown lands, slightly more Red than Blue. With the all the card draw I have not been screwed too often.
Questions:
Should I increase the number of Cathartic Reunion? What to cut? Collective Defiance?
Should I dump Pull for Illumination?
Should I dump Expedite for more burn? More counters?
Is Dispel a trap? No one likes this card, but it seems to work for me. Should this be more copies of Disperse?