Red ArmyCreatures(16):
3 x
Goblin Glory Chaser3 x
Goblin Arsonist2 x
Foundry Street Denizen2 x
Abbot of Keral Keep3 x
Ember Hauler2 x
Flaring Flame-Kin1 x
Chandra, Fire of KaladeshBuffs(13):
4 x
Infectious Bloodlust3 x
Inferno Fist3 x
Call of the Full Moon3 x
Titan's StrengthBurns(11):
2 x
Molten Vortex4 x
Twin Bolt3 x
Fiery Impulse2 x
Exquisite FirecraftLands:
20 x
MountainMana curve: 16-19-5
Reliable A.I. farm deck. Full aggro is the key, but keep 1-2 mana sometimes for burns/sacrifices.
Good starting hand is 2 lands, 1-drop creature, 1 buff and 1 burn.
If you have 4+ lands or no 1-drop creature, mulligan down to 6. It's possible to win even with 4 cards, but better restart duel. It's possible to kill A.I. even with 1 land, but better get more lands from start.
Perfect play:
1) Mountain, 1-drop creature
2) Mountain, buff and attack
3) Mountain, buff and attack, keep 1 mana burn for incoming creature or deploy 1-drop
4) Attack and burn in the face
Quickest win in 4 turns, generally it takes 5 or 6, and if you get enemy down to 6 you can wait longer for topdecking burns.
Infectious Bloodlust is replacable, so don't hesitate to put in on even if you know creature will die next turn.
It's not possible to keep spare mana 2nd turn, and it's not always practical to keep spare mana 3-4 turn. Be greedy,
Using more than 4 lands is not generally practical, only Flaring Flame-Kin+Infectios Bloodlust are great option. If you have more lands, hope for Molten Vortex. It can deal last 8 damage a turn for this 4 red lands. Esquisite Firecraft as finisher is good. But don't forget burning sacrifices as well - everything is too to finish. They include Ember Hauler, Flame Fist - each deals 2 damage per red mana after set-up.
It's better to burn early - in enemy phase or your main phase than stall or loose attack in the face. Keep the board clean.
If possible, add 2nd creature to attack to avoid white removal.
Abbot of Keral Keep is turn 3 play if you are mana screwed. Otherwise play it turn 4 before Mountain. If you get Mountain exiled, use it intead of one from hand. If you get useful burn, you can play Mountain from hand to cast it.
Do not block if you have slim chance to trade, let them hit your face instead.
Don't use Titan's Strength too early, it can save your glorified goblin or add to damage in the face of enemy.
Prone to cheap removals, but buffs provide slim protection against Twin bolt/Firery blast/Reave Soul and other removals come later.
Prone to blue tempo, even though it's possible to win (anyone against trampling 13/9 glorified goblin?).
Prone to auras decks generally, you have to keep burns as counters and it slows you down.
Languish can be beaten, but you have to have another creature and buff for second board fill.
White weenies can be beaten, but you need good composition of removals and you cannot avoid fatties.
Gruul ramp can be beaten if you are lucky and they have no quick removals for 2-3nd turn (depends on your buffs). Esquisite Firecraft and sacrifice burns can deal with a couple of fatties and you either win by turn 6 or die.
Chandra and Flaring Flame-Kin are plan B. Mostly they will be removed anyway, but your chances are better than none.
I won games with 1 land only, but it was a long run and I was lucky with Goblin Glory Chaser and few burns.