Currently using this deck for FNM. Made a couple of changes recently to try and make it a little more competitive. A quick rundown to explain how the cards in this deck work in tandem:
Flameshadow Conjuring - Pay 1 red to copy any creature as it enter the field, this means for 2B 1R 2 we have 2 whirler rogues, and 4 thopters, while we lose the whirler copy at the end of the turn, we still get to keep all 4 thopters that spawn!
Ghirapur Aether Grid - In a few games the opponent has managed to hold down a solid defense, rather than attack with the swarm and potentially lose a few in the process i can wait out his turn, and in his end phase tap down every single thopter for 1 damage per 2 thopters. To add insult to injury, theres always the option of declaring a block with a few thopters, then tapping them down for the extra damage to finish off an opponents high P/T creature.
Thopter Spy Network - Gives a valuable extra thopter every turn, as well as extra card draw to stop us top decking in late game.
Impact Tremors - Dont know why i didnt add this earlier, but that extra hit of damage every time a Thopter spawns will be a killer. I have managed to drop 8 thopters in 2 turns previously, so this can do nothing but help secure a quick win.
Sigil of Valor - Another helpful win con, if someone is matching our swarm with as many blockers, we can push through one creature at a time with Sigil, and Whirlers unblockable ability.
Just added in some calculated dismissal to try and a little more control over the opponents turn. Counter those pesky languish' and other horrible boardwipes.