Spend the early game digging and discarding
Ephemeral Wisp and
Dawnwalker in order to get
Soulfire Drake and
Thunderstrike Dragon, then have some great fun at turn 5 and beyond.
Torch,
Flame Blast, and
Charchain Flail are included as removal first and reach second.
A
Whispering Wind discarded
Dawnwalker or
Wisdom of the Elders is a guaranteed Drake or Thunderstrike Dragon until Amber Monuments are online.
There is enough time influence to hard cast Wisp and Dawnwalker, but you really would rather discard them to draw into your big flyers. Prioritize getting triple Fire and Primal influence before worrying about time.
You could try throwing in crown of possibilities if you're feeling rambunctious. The Amber Monuments might be better as sigils - it's great fun to draw a charging flying overwhelm 5/5, but not before your drakes have died.
Still making tweaks on the fly.
Because aggro? Because you play the wisp for free from your void every time you play a sigil? Wisp is our chump, and even better if you never had to pay the initial cost. All of the discard effects draw you more gas, especially the whispering wind. Our gameplan is to get to turn 5 with a Soulfire Drake in hand and dawnwalkers in the void and our draw engine in place to play 5 attack flyers(hopefully with charge) or big burn spells every turn thereafter. We have a fairly passive start, and lightning storm doesn't play nice with our wispering wind. We want to stop the aggression from killing us while we continue to dig for our win conditions, so we prefer to pay for drawing cards and cheat out our blockers.