Izzet Burn! My favorite color combo and a simple strategy: play Burn Spells as an answer to their threats. Too big a threat? Bigger burn spell. Lots o' threats? Board Wipe Burn Spell. Simple as playing in response.
**Burn Spells**
Lightning Strike: The most basic burn around. Three for two is simple, hits a lot and is cheap.
Magma Jet: Maybe the very basis of the deck, 2 is respectable and scry 2 is a fantastic effect staples on.
Stoke the Flames
: 4 is a lot, suprisingly okay at 4 CMC. Convoke dosn't really mean much.
Master the Way: Honestly, pretty good. Sometimes a dead draw but just a little burn that replaces its self is good. Sometimes it hits for 6 or 7 and it is glorious. <- That is why this is in here.
Crater's Claws: A card for the super late game. Normally you have your Win-Con, Spellheart Chimera and its at least at 4 toughness. Knock out something huge or finish off your opponent, a "Win More" card.
Anger of the Gods: Sometimes you need to kill lots of little creature. Maybe a Rabblemaster and his minions, or a couple cheap 3/3's in general. Always a good card.
**Draw and stuffs**
Divination: Not strictly the best, but 2 cards is always good, even if it is a bit overcosted.
**Creatures**
Satyr Firedancer: I find this to be extremely effective. You can take out a creature and get damage out with one burn spell. This is an amazing effect, especially when used with heavy hitting burn spells. Also a half-decent chump blocker.
Keranos, God of Storms: The win-con or finisher of this deck. 3 damage almost every turn is good, and getting an extra card if I draw a land late-game is good. a 6/5 indestructible if I jump through a bunch of hoops is good. This card is good.
Thassa, God of the Sea: Simply controls your draws. Eventually might have enough devotion to attack but mainly controlling your draws is perfect.
Spellheart Chimera: It gets huge. Like HUGE. MASSIVE. So big it can't be stopped. But with flying and trample, its a perfect finisher.
**Planeswalkers**
Chandra, Pyromaster
: A very versatile card. Can dig for what you need, ping little creatures, help let your creatures get through, or even finish off a game if left ignored.