- 3 2 Oradrim Fanatic 3
- 0 2 Soul Pact 2
- 10 2 Windstorm Colossus 3
- 5 2 Shaytan Monstrosity 2
- 3 2 Windstorm Charger 3
- 5 3 Manta Rider 3
- 6 3 Last Nightmare 2
- 3 2 Wind Soldier 3
- 0 3 Flash Wind 3
- 2 2 Soul Drain 3
- 4 2 1 Mistral Guide 3
A Y tempo flyer hybrid with Mistral Guide.
I'v been fooling around the many possibily Mistral guide offers, and that's the first deck I made with it that works quite well on ladder.
It's Y tempo, so try to starve your opponent, you'd rather have nobody have cards on board than both player having some. You can come back with windsoldier and colossus. If your opponent manages to stabilize, aim for the throat with colossus and monstruosity + tricks.
The synergy with jump and charge 2 is great, but if you don't draw mistral, you should double neutral just like you would have had in a regular tempo deck. Once you have it, it often saves you a lot of lands, and the dash is still good with the already flying manta rider.
Try to have playable creatures and keep options open (I auto reroll monstruosity, colossus and flashwind, and usually keep one removal event if I got one).
You should go same side if the matchup and your opening hand allows it, so that you got a chance at clearing the board early and your non flying creature can use the ennemy land, while your flying ones can go opposite side. If you got a weak start, go opposite side ot delay the fight.
Edit : I've replaced the Prayer by pacts. Prayer was a bit too greedy, soul pact is more consistent and much better along charger and colossus.
After playing some games, I’d say you should hard mulligan for mistral guide or manta rider, maybe even against rush, good land placement just give too much value to pass on (and forcing rush players to invest defensive ressources is good, since they are usually inefficient, save for imperial drain).
Also, against Red, favor putting creature on board on the first turn you do so, over making fancy WS removals.