5/28 UPDATEWell, I see now that I probably should have kept the deck a prowess deck for anyone interested in that build and created Enigma Control for my actual deck now.
7/7 UPDATEWell, I know this is confusing to anyone who saved this build, but it is now going back to a prowess deck, like the name implies. A link to the control variant is here, Enigmatic Tempo.
Now onto the good stuff! A new flying prowess card appeared and even at a mediocre power level, I will use it. I love the flying prowess creatures, but 4 mana for the pump from Mercurial Geists was just too slow and overkill. The new Bloodwater Entity is in testing. I'm also trying out a ton of double damage effects and hoping it just takes 1-2 to win the game. Use counterspells up to save creatures, but there is a reasonable density of creatures now. One insult//injury does what what I was often trying to do with casting Built to Smash and Invigorated Rampage in the same turn. Using 2 creatures and 1 pump spell instead of 2 pumps on 1 creature, helps to avoid blowouts and lets us keep up counterapella more often. There is a lot of removal out there, and getting to slam down more flyers than they can handle is great. Hitting land drops is more important than before. We are swinging for huge damage here.
Deck is in testing, especially the sideboard.
tl;dr, play out a few flyers, hopefully insult//injury, hold up counters, smash face, and after combat burn for 4-6 with Shock or Incendiary Flow. Gross.