You should play
a lot more lands imo, don't make the mistake of saying "my whole deck is 2-drops, so with 2 lands I can play almost everything" - that is a true statement, but how many cards
per turn can you play?
Whenever you get stuck at 3 mana your deck will function at half speed, you won't be able to play 2 2-drops in the same turn, you won't be able to play a creature and enchant it with bloodlust to give it haste immediately, and you will find yourself late in the game with still plenty of cards in hand, which would be good in a control deck but when it happens in a deck like this it's a sign that something isn't quite working. Trust me, you need 4 lands in play by turn 4 - play at the very least 22.
I don't disagree with you, but you forget the 12 single mana drops. That means the deck can function with 2-3 lands, playing multiple cards. The problem with 22 lands is I that don't want more than 4 land. Above that, they're useless except for the odd chance that
Molten vortex shows up.
So I'm fine with less land and more utility in the deck and having to holding out at 2-3 mana for a few turn sometimes. It helps to muligan aggresively.
Also don't forget the Elephant in the room...Mwonvuli Acid-Moss.
Let's say you get saddled with 2 lands, which is good for the majority of your deck. Your opponent is able to stall out the first few turns with a well-timed removal spell and hits one of your lands with a Moss...suddenly, your in a bad spot, especially if you don't draw another land. And this can happen, even when the RDW goes first...you can look at my 3rd game against Legend in the Steam Showdown and see it happen, and he runs 20 lands in his deck.
You're all correct... Mana screw is a part of magic and moss helps that. Btw, when I did play against moss-tossers I didn't see it much, because they were more preoccupied with not going to 0 life most of the time to think that robbing me of a land would be a good play.
The way I play this particular deck is make or break. Blitz your opponent in the first 6-7 turns, applying maximum pressure and hopefully win by then. If things go beyond that, you better hope you did enough damage to get him into to the face burn range or your probably gonna lose. Red has always been the wheel of fortune color.
That doesn't mean I don't use my brain when I play Red, I try to effectively maximize damage with the cards I get, then when those run out... Just hope the gods of top decking smile on me.
Basically that's the winning strategy with red aggro... It can effectively beat any other deck and in that fact shapes the meta, sometimes to the point that it becomes totally dominant.
Does it always win? No. Do many wins rely on luck or perfect draws? Sure do... So whats so great about it? Its simple to play, streamlined and consistent. Any newbie can pick it up and thrash veteran magic players with some luck.
Love it, hate it, you have to be prepared for it...
I can see a lot has changed in my 10-15 year MTG hiatus. One thing is a "more land is good" bias players seem to have. This was something Wizards started doing after I stopped playing, making magic more creature based and with higher casting costs. So more land makes sense. When I played it was usually weenie, combo or draw-go. Combo with an evil thing called
tolarian academy was totally dominant. Lots of "watch your opponent playing by himself for 20 minutes" antics. Probably why I got bored and quit...
All this ranting to say that back then I actually played a 16 land suicide black deck and made it to top 8 in a pretty big tournament.
Without land you can't play spells, with too much land you don't have spells to play. You have to find the thin line between these 2 extremes.