This deck's main idea is to start off the game by controlling the board with one and two-drop instants. These instants all have scry effects not only to pump up Flamespeaker, but they are also useful early-game in making sure that your next draws aren't dead ones. From there, the goal is to set up any of the three-drops, ideally Flamespeaker Adept, and attack from there, controlling the board if need be. The ideal situation is a Flamespeaker Adept with an Aqueous Form, but there are other cards that can function well with the Flamespeaker or on their own if one or both of those cards aren't present. Due to the high number of card suggestions, I'm going to make a list of my card choices and why they are either in or out of the deck. If you feel that my logic is wrong, please inform me, as I would like nothing more than to make this deck as good as it can be.
Flamespeaker Adept:
This is the crux of the deck. I don't think I need to explain why it's in the deck, because it's the whole reason it exists in the first place! It's as essential as land cards. The idea is that, with monster effects and instants, I can get Flamespeaker to be a 4/3 with First Strike every turn. Sometimes that won't happen, especially early on when there's little mana or board presence for to help supplement its ability, but I'll tackle that as I go.
Contested cards: None
Prescient Chimera:
Prescient Chimera is great because a 3/4 flier is great for blocking when you need to and also going on the offensive for an evasive 3 damage. However, what I really adore, and really what makes this preferable to Prognostic Sphinx for me, is its ability. Prescient Chimera basically doubles the scry power of any instant (since they all have scry). Now whenever an instant is cast, it causes Flamespeaker to become a 6/3, and even when Flamespeaker isn't on the field, it still allows for more thorough deck-searching. The best part about this card is that it doesn't need to do ANYTHING in order to be helpful. If Flamespeaker needs to attack, but you need to block next turn, then that's all fine and dandy. That's the issue with Prognostic Sphinx that I had, that in order for it to be useful, it had to attack, meaning that it wouldn't get to put its very handy 5 toughness to use.
Contested cards: Prognostic Sphinx, Stormchaser Chimera
Sigiled Starfish:
I mentioned before that the goal of the two-drops were to control the field. While Scryfish doesn't destroy or return opponent's cards, it does provide a great defensive body against an attacker, rendering their early attackers useless. The fact that he can do that AND scry without sacrificing either capability (as long as you tap it after your opponent attacks), is simply great utility. I also love him with Flamespeaker because it can make Flamespeaker a capable blocker if you activate Scryfish's ability between declaring blockers and calculating damage.
Contested cards: Sigiled Skink, Omenspeaker
Spellheart Chimera:
This one is an odd card. Literally every card in this deck has a scrying application...except him. The reason I put this card in the deck is that getting Flamespeaker out on the field every game is a little unreliable, since even with four copies and scrying it's still statistically likely you'll be left without your main attacker. I like Spellheart Chimera because it provides a good defensive body like Sigiled Starfish, but it is also a capable attacker. If you're controlling the game with one and two-drops like you should be, if he comes out on turn three he'll be a 1/3 flier most of the time. While that's not fantastic for a three-drop, the fact that it's highly variable is the best reason to have him. His attack stat can only go up, meaning that late-game Chimeras are going to be brutally strong. Trample really isn't even necessary, but it is fantastic insurance against flying chump-blockers.
Contested cards: Stormchaster Chimera
Stormcaller of Keranos:
A 2/2 body during the third turn is pretty weak by many standards, especially red's. The best reason to play this is for Flamespeaker's ability. Run out of scrying instants? Scryfish dead? That's ok. Just sink literally all of your mana into Stormcaller's ability and it can pump up your Flamespeaker as high as 8/3 or 10/3, depending on how late the game is. The haste is also nice because if you've been controlling the field the two previous turns, there's a likely chance that when it hits the field it can swing for 2 damage unopposed. Plus, even without the Flamespeaker, repeated scry is handy whenever you need it.
Contested cards: Sigiled Skink, Omenspeaker
Aqueous Form:
This is a very handy win-condition, because when it's coupled with a Flamespeaker, it puts your opponent's turns left to live at 5, maximum. Flamespeaker aside, it's great for an early Stormcaller if you have no other creatures or a late Spellheart if your opponent is rampant with fliers with sizable attacks. Not much to say about it other than it's amazing.
Contested cards: Thassa, God of the Sea
Spark Jolt:
Unfortunately, this is the only controlling one-drop in the deck. However, it's a fantastic one-drop. There are very few one-drop creatures that have a toughness of two or greater, so this is basically a free card to use against your opponent's first turn. If they don't have any monsters to play on the first turn, then it's great for saving for later or for damaging them directly so you can get the early scry off.
Contested cards: Titan's Strength, Spite of Mogis
Magma Jet:
The SparkJolt x2 is a great card. It answers most of your opponent's two-drops and even those pesky one-drops with two toughness. This is also the only card in the deck that lets you scry 2 cards, which means that it has a tenure in my deck. No further explanation is needed, its badassery speaks for itself.
Contested cards: Magma Spray, Spite of Mogis
Stymied Hopes:
This card is so useful because unlike Spark Jolt and Magma Jet, it can perform on its own just as easily later into the game, at least if your opponent is curving correctly. Your opponent tapping out on the fourth or fifth turn may be bad news if all you have is a Magma Jet in your hand, but Stymied Hopes is still just as effective as when it was the second turn. However, it's very hard to make this card work with Flamespeaker, since you're relying on your opponent playing cards to make the scry effect happen. Still, countermagic is a vital part of this deck, so it's inflexibility is hardly a concern.
Contested cards: Dissolve
Voyage's End
Like Stymied Hopes, this card is good whether it's the second turn or the fifth turn. Unlike stymied hopes, and unlike the red cards, this card is probably the worst card to play on a second turn. While the other instants destroy cards, this simply gives your opponent the card again. While great for slowing your opponent's tempo, it's not perfect. However, there are three reasons it's in this deck.
1. I couldn't find any better two-drops that scry.
2. If your opponent blocks your Flamespeaker Adept, a Voyage's End on that creature ensures that you're getting through with at least four damage to their life directly.
3. It deals with heroic cards better than the other instants.
Contested Cards: Lost in a Labyrinth, Nullify