This deck earns its wins in the first 5-6 turns. By playing early threats and pumping them with aggressive spells to help get damage in. The goal is to close out a game by turn 6 most games, though this deck does have the potential to go long with cards like Treasure Cruise or Jeskai Ascendency to keep gas in the tank.

Goal is to have a turn 1 or 2 creature, play a pump spell (or two) on turn 3, play a game-changer like Monastery Mentor or Jeskai Ascendency + cantrip / pump spell turn 4, and bring it in hard. ~ Card by Card ~

Monastery Swiftspear - What this deck is all about. Dropping a turn 1 Swiftspear means I'm nearly guaranteed to get in some early damage.

Stormchaser Mage - Swiftspear v2.0. Evasive, hastey, trades well. What's not to love? Core of the deck.

Seeker of the Way - Probably the worst card in the deck. It's what I expect to be boarding out the most. That said, he's a strong drop, and can swing the game completely in my favor if he can be set up right. Against decks like Atarka Red, I can take the game completely out of their hands when I gain a bunch of life out of nowhere by using him with Expedite.

Abbot of Keral Keep - A powerful 3-drop that gives me everything I want. A cheap prowess body, virtual card advantage, what's not to love? My ideal turn 3 drop creature.

Monastery Mentor - I was initially hesitant to put this guy in, but after reading suggestions from a similar deck, I decided to try him out, and fuckin boy does he do work. Turn 4 Mentor + anything means I'm doing some serious business, and he can carry the late game all on his own if he doesn't get killed off immediately.

Expedite - I'm still not sure how many of these to run. I really like the speed it offers the creatures that don't have haste, it allows me to play a more aggressive game plan in an otherwise tempo-based color pie. If I didn't already run so many creatures with haste, I'd be using 4 copies.

Slip Through Space - The perfect cantrip for this deck. Allows me to ignore my opponents field and grow my guys. Half the reason I gave this deck a try in the new meta.

Fiery Impulse - I need to have SOME removal, right? I can almost always get the full 3 damage out of it, so that's a plus.

Wild Slash - The the face or clear the board if I need to get through. I prefer to the face.

Jeskai Ascendency - When designing this deck, I knew that I had no desire to run baby Jace, and this card really helps fill the void in a powerful way. Dropping this turn 4 with a cantrip can send opponents reeling, and allows me to start churning fodder into the yard for later cruising.

Temur Battle Rage - The game ender. Getting this off with basically any other spell can lead to crushing blows that most opponents can't recover from.

Treasure Cruise - Pure gas. No explanation needed.