Here's my version:
3
goblin glory chaser4
foundry street denizen2
titan's strength2
abbot of keral keep1
ember hauler 2
makindi sliderunner4
mage-ring bully4
infectious bloodlust4
twin bolt1
Chandra, fire of Kaladesh2
thopter engineer2
exquisite firecraft2
touch of the void1
Akoum firebird2
Pia and Kiran Nalaar17
mountains
2
looming spires3
foundry of the consuls 2
rogue's passageInfectious bloodlust is in my opinion the best card in the game (yes, better than Jace, Gideon and company) and with the unlimited availability of mass removal that we now find in the card pool, as far as I can see the only way to build a successful aggro deck is to splash red in order to play these.
It's great against removal, but it turns out to be good in every matchup; it's also surprising to see how few people are playing
claustrophobia which is IMO a contender for best removal spell in the game (which displays a bizarre representation of the color pie).
Foundry of the consuls is another fantastic card and one of the main advantages of a 1-color deck is that you can play 3 (plus 2
rogue's passages which are great to finish off the opponent) with little repercussions. It's great against control decks since you can activate it at the end of turn to dodge mass removal and at that point of the game the opponent probably already used any
twin bolt he had in hand.
As you see I'm playing 24 lands, which seems about right given the low number of 1-drops and high number of 2-drops: basically if I don't have 4 mana by turn 4 the deck functions at half speed. Cards like bloodlust, abbot, the phoenix and sometimes the Nalaars are big mana sinks, so the deck makes full use of its mana all the way to the 6th land, when you can start activating the foundries. For that reason I decided to cut
avaricious dragon, since I found the deck never really runs out of gas.
I have 2
thopter engineers, even though they are not impressive on their own it's very good to have one in play when you start playing Pia and Kiran and the foundries.
The 2
looming spires are here mostly to support the glory chasers and Chandra, but they are pretty bad in other situations so I'm not sure if they should stay in the deck.
I'm also not sure about the 2-drops: I cut 2 ember haulers because the double red cost can sometimes be a problem (with 5 colorless lands and the omnipresent acid-moss), the sliderunners have been impressive so far, but the bullies are a bit safer against twin bolt and blocking them when I have open mana is a big guess.
All I know for sure is that I don't want
dragon fodder, I think the advantage you get from the additional pumps on denizen and bully is going to be lost the next turn when you find yourself attacking with two crappy 1/1s. Also, casting bully or sliderunner plus bloodlust on an empty board lets you attack for 5, whereas with fodder you'd be attacking for 3.