I think Chandra could be valuable here personally. RDW needs ways to close out games and if you can transform her, she can do so.
This deck is trying to win very fast and Chandra will only waste precious time. If your strategy is a little more slow, then she can become a welcomed addition.
Blazing Dreams (
)
4 x
Foundry Street Denizen3 x
Goblin Glory Chaser4 x
Titan's Strength3 x
Ember Hauler4 x
Mage-Ring Bully2 x
Abbot of Keral Keep4 x
Twin Bolt3 x
Ravaging Blaze1 x
Chandra, Fire of Kaladesh2 x
Exquisite Firecraft4 x
Firefiend Elemental1 x
Avaricious Dragon2 x
Embermaw Hellion21x Mountain
2x Rogue's Passage
Embermaw Hellion is a lord in this deck, but he has the double benefit of lording over your creatures and your spells. Even Chandra's abilities.
Ideally you want to be playing Chandra turn 3 and then playing 2 red spells turn 4 to flip her. That's doesn't seem like it'll be hard in a deck filled with 1 and 2 drops and will be 5 damage to the face or 3 damage to face and killing a creature. That's about as fast as a card get's in this meta and after that you have a planeswalker on the board that both works as a clock and as removal.
Getting her to combo with
Embermaw Hellion is without a doubt strong, but you will be able to flip her more consistant and earlier in a fast deck.
@Dragon_puncher
Will you ever be able to afford the five mana to activate the Passage? I wouldn't play it in a 20-land deck, and definitely not two copies. Also Sigil of Valor looks pretty out of place since if you have a bunch of creatures you probably aren't swinging with just one and if you have just one then you won't get any bonus. I can see corner cases where you equip it and cast Subterranean Scout to sneak in damage through a stall, but overall I don't think it's where you want to be in RDW.
I would have a look at
Bonded Construct and
Fiery Conclusion. The Construct has good stats even though he can't get going if you cast him on the first turn. I'm looking forward to playing with him to see if his drawback actually matters, I think he's definitely worth a test. The Conclusion doesn't hit face unfortunately, but you are going to have some obsolete Mage-Ring Bullies and Dragon Fodder tokens so being able to clear blockers isn't the worst thing in the world. It can also let you crack open your Arsonist on-demand to kill a one toughness dude or just force through that last point of damage to the face if you need it. If it were a sorcery I'd probably pass, but as an instant I think it's playable.
Bonded Construct is still worse than the 3 other 1 drops and a card you would ideally want to play on turn 1, but can't since you have no haste creature on turn 2. You can play it later, but by then it rarely does a lot and any of the other 1 drops would be better. I guess if you want to play more 1 drops it's an option, but I feel like 11 should be enough, especially when the options aren't better.
If playing two colorless lands actually matter in a negative sense on the manabase is something that's really hard to figure out without just playing the deck a lot. Except the one drops, the only pure red creature is
Ember Hauler, so I don't think it'll make a big difference.
The way I see it the biggest problem RDWs has right now, is that the burn is pretty bad, so the changes of stalling out and not having any reach to finish the game is bigger than usual. Therefore you need something to counter that and here the Sigil is great since it means your opponent can't just eat your small creatures, but are forced your to chump a big or make bad blocks to stay alive + you get to keep your own creatures back to chump if needed.
It's kinda hard to know anything for certain as long as the meta is as undefined as it is now. But
Fiery Conclusion is a great card here I agree and it might just be a more consistant way to get damage through than the sigil. So I think I'm changing that for now, thanks for that