Ideas Unbound is a card that never got the attention it deserved. In this deck, 4 Ideas Unbound is essentially running 4 Ancestral Recalls. Many have shrugged off Ideas Unbound: "Draw 3 cards, and discard 3 at the end of the turn" -- even Steven right, so what's the point? Of course, if you go into the end of the turn with an empty hand, then the card might as well have read "Draw 3 cards." This deck exploits the ridiculous power of this card in a turbo blue aggro deck.
The idea is simple. Most cards cast 1 mana: Delver of Secrets, Phantasmal Bears, Wind Zendikon, Wing Crafter, Unstable Mutation, Vapor Snap, and so on.
Turn 1, you cast a Delver or maybe a Phantasmal Bear. Turn two you cast two more weenies, maybe a Wingcrafter to make that bear fly (soulbond is non-targeting). Turn three you cast a meatier Efreet or Latch Seeker, turn 4 you either swoop in with a pumped Mindshrieker, or maybe slowplay a little with a Counterspell to keep their side of the battlefield clear of bigger creatures. Turn 5, when your hand is empty, you drop that bomb: Unbound Ideas. You draw three cards, you have three untapped mana. You play your Delver, you Unstable Mutation your Wind Zendikon, any card you draw you can play. And some cards play for free: Cloud of Faeries, or Snap.
I play a lot of blitz-type decks, like spirits and goblins. Those decks just tend to get obliterated by my standard werewolf deck. In playtesting against standard werewolf deck with 4 Mayors and 4 Immerwolfs (and moonmist, all the standard stuff), this deck not only went 4 wins and zero losses, here were the end-of-game added life totals added together: werewolf -11, unbound: 59. This deck is just silly fast. Draw some sample hands, you'll start to get the feel for it. Lots of fun to have played 14 cards by turn 5!