I agree very much with
Soul-Scar Mage. I guess my thought process was to optimize the cards that use the "wizard" ability, I would drop the creatures that aren't and run more of a "tribal" deck. Also,
Snapcaster Mage might be good late game! When you have mana built up. It won't be good turn 3 or 4, unless you need a bolt or
opt at that time. I wouldn't replace
Jace, Vryn's Prodigy though.. Card draw and a planeswalker is a nice advantage. I also don't think that having more
Stormchaser Mage is a bad thing. 2 mana is pretty light for casting cost. Flying and haste is pretty powerful in this format with this deck. Very fast damage output. Last thought- A
Snapcaster Mage to any spell may be enough to trigger prowess for extra damage and a win, i.e.: swing with Stormchaser, goes unblocked, Snapcaster a bolt for 3 dmg, Stormchaser gets +1/1 for another 2 damage, etc. I was leaning on the fact that Snapcaster is a Mage to fit the "tribal" spells and that it may create
opportunity for prowess triggers. Always nice to cast a spell a second time too!