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As said on the title, we want to control the other player game and also make him direct damage. The most important thing is this deck is meant to have fun playing it. And it's quite budget (safe for the lands, which can be substituted by tap-lands and basics and you tempo doesn't take that much of a hit)
I'd begin saying controling the other player is fun, or maybe burning him is fun, but the truth is you get the best fun doing both things.
The Creatures:
First of all, the most important card in this deck is the Goblin Electromancer, as it lowers the cost of all your spells. With it you can play incinerates as lightning bolts (8 lightning bolts, can you imagine it?), cancels as counterspells...
Right after him comes the Guttersnipe. With him in play you deal 2 extra damage whenever you cast an instant or sorcery. That means you can get 5 damage points using only 1 red mana. Great, isn't it? But wait... there's more!
The third creature, with which I close my "combo", is the Gelectrode. "Paying 1UR for a 0/1 creature, are you insane?" I know, I know... But check his abilities, first the activated one: you deal 1 damage. Well, it doesn't seem a big deal, does it? But if you combine it with the first one, untap it every time you play a sorcery or instant, makes it better. Adding all this to the others you get 3 + 2 (guttersnipe) + 2 (1 before playing the spell, 1 after playing it) = 7 damage paying only R! And the best part is you can chain spells to get even more damage AND you can do this thanks to the Electromancer.
If the combo doesn't give the expected result, we have the Spellheart Chimera, which is powered every time you play an instant or sorcery. Sometimes force is better than thoughts.
The spells:
I chose some basic spells for a burn (Lightning Bolt, incinerate) taking the electromancer into account.
Then, I chose some blue spells to search what I needed (anticipate and divination) and others to protect me (dissipate and vapor snag). With dissipate we make sure that we get rid of the dangerous spells or creatures, people are playing a lot with the graveyard lately.
They may seem simple, but the electromancer gives them a boost as i said before.
Lands:
The fetch-lands are needed as well as the shocklands to give the deck some versatility at the begining of the match.
Sideboard:
Ghostfire: I've had trouble with fireproof creatures, so I decided to put these on the sideboard. 1EM gives it for a 1R cost, which is not that bad, and 2 of them give you a colorless lightning bolt (yay!).
Flashfreeze: Very useful against fast red decks and stompy green decks. 1EM gives us a cost of just U.
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