Eon: No Satyr Hopilite? He is a great first turn creature, yet may get lost in your 1 cmcs.
Kiln Fiend is amazing in my eyes. Duels 2012 let him shine in 2HG when paired with the Aura deck. My Gruul and Boros aggro centers him, Satyrs and Double-strike Cerberus. I'm not a fan of Mentor of the Meek in this deck style however.
Now I want to make a Naya Kiln Fiend deck..
The deck originally was based off of Boros Heroic Shell. With
Satyr Hoplite and
Hero of Iroas. I figured that Kiln Fiend would be pretty good in a Heroic shell, since they are already running a good number of spells that activate Heroic (and thus potentially activate Kiln Fiend).
After a decent amount of testing though I found the Heroic stuff to just be lackluster. The Heroic creatures really do not work as well when we are so deep on combat tricks (to fuel Kiln Fiend) compared to the usual Heroic setup of a mix of combat tricks and auras.
With most of the methods of activating heroic being one time combat tricks, even when we are pushing to pump the heroic creatures, they just do not grow as fast as they would using Auras as well (having to use 2-3 spells to turn your creature into a 3/3 or 4/4 really isn't that great). Any time I had a Kiln Fiend and a heroic creature on the table at the same time, I almost always preferred to hit the Kiln Fiend with my tricks to smash in for a bunch rather than spend that turn giving a creature a +1/+1 counter.
Funny thing about you mentioning Naya too. When the build first started (and was still Heroic based) I was looking for spells that could trigger Heroic, activate Kiln Fiend, and allow me to smash for a bunch. For a very short time the build actually splashed
and ran 4 copies of
Sigil Blessing. It stayed in for awhile after I swapped to the more Kiln Fiend centric build because it worked well with the token producing spells on top of Kiln Fiend.
I soon came to the realization that it wasn't really worth the added strain on the mana base for the effect when I could just as easily run
Trumpet Blast or
Inspired Charge to gain "basically" the same effect while remaining on color. Sigil Blessing is overall better, but I am not sure if it is really worth adding in another color for. Especially if it has the potential to slow down the decks early game with more tap lands and/or potentially not hitting the colors you need early. The times you mulligan and end up with Forest, Mountain, and all white cards are going to be killer. A case could be made to just run the Naya tri-lands in place of Boros Guildgates which wouldn't slow you down any really, but opens up scenarios where
Sigil Blessing just sits rotting in your hand because you can't cast it.
Hunt the Weak was another fun consideration I had back when the deck was built more around Heroic, but now I am getting off topic.
I really suggest people try this out though. I am extremely impressed by how well the deck is doing, and honestly surprised that a deck like this hasn't really been explored more. Even more so because the Izzet Kiln Fiend decks have done so well, and this honestly is pretty similar overall.
Edit: In regards to
Mentor of the Meek:
He works so well here. Everything in the deck except Charmbreaker Devils and Brimaz trigger him. Krenko's Command/Raise the Alarm triggers him twice. Rabblemaster triggers him twice the turn he comes into play (once for him, and once for the token) and once every turn after that. Brimaz effectively triggers him at least once a turn, and can potentially trigger him twice (once while attacking, once while blocking, because Vigilance).
If you get him to stick on the table with either Rabblemaster or Brimaz you have an engine to draw a card every turn, and if you can manage to stick him next to a Charmbreaker Devil with one of the token spells in the yard you can potentially loop it and draw 2 cards a turn every turn (although this is usually win-more if you already have Charmbreaker).
Having to pay
to draw cards is annoying, but this deck also runs a lot of cheap cards. Devoting a stray 1-2 mana on drawing 1-2 extra cards isn't at all a bad deal when you are also progressing your board state, potentially triggering Kiln Fiend, and may still have mana up to cast your 1 mana combat tricks. T2 Kiln Fiend>T3 Mentor>T4 Krenko's Command/Raise the Alarm draw 2 attack for 4 (6 if you can attack with Mentor) can be pretty oppressive against certain decks. And you always have the option of only drawing 1 card and keeping 1 mana open (which can represent
Shock,
Swift Justice,
Coordinated Assault or
Gods Willing all of which can pump Kiln Fiend even further).
The deck can also use
Gods Willing in a pinch to save Mentor from removal if you feel you REALLY need those extra draws to win the game.
Wost cast scenario he eats removal (which is almost always just a 1 for 1). Which is almost always a bad idea on your opponents part, because that removal would often have served them better killing the Brimaz/Rabblemaster that is going to drop the following turn, or the Kiln Fiend that was dropped the turn previously, or the Charmbreakers you are going to drop a couple turns later. All of which are likely to kill them in short order if not dealt with quickly.
Edit 2: Trying to work
in here to splash a couple copies of
Artful Dodge could be an interesting premise as well. With Artful Dodge + Gods Willing Kiln Fiend is pretty much guaranteed to get in there for a ton of unblockable damage.