The idea behind this deck is to take advantage of the fact that Rhox War Monk and Wall of Omens completely shut down aggro decks by themselves, which means we can run more late game than would otherwise be feasible. Splashing red nets us ground assault and Wolly Thoctar, two more hyper efficient cards useful both early game and late game, and if we can manage to find double red we completely shut the door on token decks.
The problem now is that a lot of our best cards are gold or have heavy single colour requirements, so we need to run a lot of fixing. We need to run 4 Cultivates so we can hit our triple colour spells reliably, and adding in Traumatic visions and Satyr Wayfinders gives us more fixing and early plays.
With that said, we can afford to run the greediest, most expensive, and more powerful late game bombs available. Every late game card we run will either gain us life or nets us tremendous card advantage when we cast it, so it's impossible to go one for one with our deck using removal or counterspells. Genesis Hydra can be cast for 5 if we're pressured to find a tri-colour 3 drop or Wall/Wayfinder, but it's totally game breaking if you can cast it for 9 and grab a free Pellaka Wurm or Obelisk.
I'd like to fit Resounding Thunder into the deck, but I'm not sure what I can afford to cut. Anyone have suggestions or other ideas?