Eonblueapocalypse, have you considered
Triplicate Spirits? I only say that because your deck seems to lack evasion and seems to mitigate it with some pump spells to remove blockers.
I considered it, and it could potentially work.
The biggest issue I have with
Triplicate Spirits here is that we are likely going to need to convoke to cast it, and convoking means tapping down creatures you want to be attacking with early. Having to tap a Kiln Fiend (one that Triplicate Spirits activates) to put three 1/1 tokens on the table isn't where this deck wants to be IMO.
In regards to
Act of Treason it is certainly the card in the deck with the highest chances of just outright being dead (either the opponent has nothing worth stealing or they just chump the stolen creature with a token or whatever).
That said, it is a way to activate Kiln Fiend while simultaneously helping to clear the way for him to attack in. It also gives us an out to certain plays that can just outright kill out gameplan. Cards like
Pelakka Wurm which can just outright brick us depending on the current board state. Nothing like watching someone drop a
Pelakka Wurm and gaining 7 life hoping to stabilize, then immediately taking it with Act of Treason (which in most cases completely negates that 7 life gain from the ETB) and still pushing damage through with something like Kiln Fiend. I think it really helps the deck against certain cards like that. Most especially since I don't feel like the deck has the room to run something like
Skullcrack to counter these sorts of things (because
Skullcrack not hitting creatures is a HUGE downside here).
I really feel like if you are on the fence than a 1/1 split between Banefire and Act of Treason is the way to go. Both have the potential to be really good and really bad in certain matchups, and both represent potential outs to different difficult situations.
As for the deck not having a lot of evasion. Honestly, most of our stuff doesn't need evasion! With so much capability to create tokens, the deck often has an easy time going wide enough where it can push damage through regardless of an opponents board position. Cards like
Guttersnipe help with this as well, threatening the opponent at the same time you are building board presence to go wide.
The only cards in the deck that really actively want/need evasion are
Kiln Fiend and
Goblin Rabblemaster. Cards like
Shock and
Act of Treason help them to get through when you need them to, and while
Coordinated Assault and
Swift Justice don't actually give evasion, having them in hand often represents "either take 4/8/12 or more damage, or lose a creature or two" which may not be optimal for pushing damage, but IS still a good place to be at none the less (especially if you take into account the incidental lifegain, and potential Snipe/Pyro activations).
I think people often forget that
Gods Willing can be used as evasion as well, which is exactly why I think that this deck is so good (Gods Willing+Fiend was the starting point for the deck because I liked the interaction so much).
Gods Willing not only saves your creatures when you need it to, but also always has the option of potentially making stuff unblockable as well. This is part of the reason that T3 Kiln Fiend with Gods Willing up is SOOOO good in this meta. If your opponent uses removal, it gets blanked and they likely didn't progress the board at all. Meaning Kiln Fiend potentially gets to attack in freely the next turn (with 3-4 mana up to buff it), which is usually a pretty big swing since most of the spells we have the buff it cost 1-3 mana AND a lot of them also progress our board position as well.
If your opponent doesn't try and kill Kiln Fiend, well then you untap with Kiln Fiend ready to attack and Gods Willing in hand. Even if they played something the previous turn to progress their board, chances are you can use Gods Willing to slap "Protection from X color" on it and make that creature of theirs no longer matter unless they have at least 2 creatures of different colors on the table. Kiln Fiend is now likely attacking in unfettered as a 4/2 and you still have another potential 2-3 mana left up to spend on buffing it up even more (while also progressing your board).
Rabblemaster works the same way. Gods Willing does an excellent job of allowing him to get through and swing in for a ton of potentially unblockable damage.