Whenever you cast an instant or sorcery spell, creatures you control get +1/+0 and gain trample until end of turn.
Flood the board with cheap creatures (especially tokens), then chain instants and sorceries to repeatedly pump your whole team with +1/+0 and trample, swinging for lethal in one explosive turn. Balmor turns even cantrips into combat tricks, so you spend the early game developing and the mid game casting a string of cheap spells to push damage through.
Each spell pumps the entire team and grants trample, enabling huge alpha strikes
Cheap commander (MV 2) that comes back easily and rewards a low curve
Card advantage from spell-based draw fuels both the board and the pump engine
Flying body lets Balmor chip in or carry equipment itself
Bonus is +1/+0 only, so it does nothing for toughness and folds to board wipes
Very board-dependent; if your creatures die you have no payoff for spells
Two-color Izzet lacks efficient interaction and sweeper protection
Spell-chain turns can be disrupted by a single counter or removal at instant speed
Exemplifies the cheap cantrips that trigger Balmor for free while smoothing draws.
Lower your curve and increase spell density with cantrips and ritual-like card draw so you can chain three or more spells per combat. Add token engines (Young Pyromancer, Talrand, Murmuring Mystic) and protection like Heroic Intervention or Deflecting Swat to safeguard your alpha strike, plus fast mana (Sol Ring, mana rocks) to power explosive turns earlier.