I think vamp Decks are quite good now, but I do think they don't NEED to be all tribal to be good. You can run the best vamps, Lupine prototype, nerd ape and top out at Ghirapur orrery and have An even stronger deck imo. Oh and some alms really fit in such an approach too.
Basically, I think the only vamps you NEED are neonates, Heirs , Olivia, and Bloodhall priests. You can run more vamps, and some of them are quite good synergistically, but so are the kld artifact synergies.
In my very humble opinion, the best rakdos aggro/ burn deck therefore is a hybride between vamps/robot Foundry.
On my phone, so no list.
I would much rather play with the list I posted to be honest.
Of all the Vampire cards, the only ones I would even remotely consider replacing would be
Asylum Visitor and
Bloodmad Vampire, which would admittedly make the deck a lot more resilient to is #1 enemy
Twin Bolt.
That said, I feel like those cards are an integral part of how the deck works. Just those two cards having Madness makes it worth it IMO. They give us a way to turn on
Furyblade Vampire/
Stromkirk Condemned/
Heir of Falkenrath/
Olivia's Dragoon without putting us down a card and also while helping to develop the board.
They give us a means of generating CA off of
Smuggler's Copters looting ability. They also work extremely well with
Olivia, Mobilized for War. Going T2 Furyblade, T3 Olivia, T4 Bloodmad x2, attack for 17 or Visitor x2 attack for 15 is a big game.
Having only 1 toughness is their biggest weakness, making them vulnerable to spells like
Twin Bolt and getting blocked by stuff like Thopter tokens. That said, they work very well with
Stensia Masquerade, since First Strike for the most part allows them to attack though like 80% of the meta. They also work great with the haste provided by
Olivia, Mobilized for War and
Olivia's Bloodsworn due to their high power to cost ratio, making them a potentially large life swing out of nowhere.
Keep in mind also that the fewer Vampires we run, the less potential value we get out of
Stromkirk Condemned and
Olivia's Bloodsworn. Bloodsworn in particular, since the haste it gives is one of the most useful aspects of the deck, and it only works for Vampire type creatures (never noticed this myself until last night when I tried to give a
Smuggler's Copter haste and the game told me no). Derp. This would also make
Stensia Masquerade much less useful and a likely candidate for being dropped, although I feel like this is less of an issue since it isn't hugely important to the deck.
Honestly, at this point you would be hard pressed to get me to change too much of the deck. It has performed exceptionally so far and most of the potential swaps I could make I feel would just make the deck less consistent.
Edit: In regards to Rabblemasters suggestions:
I wouldn't play
Lupine Prototype here. Even with all the discard outlets we don't go Hellbent fast enough to make it worth it unless we are just dumping cards for the sake of dumping cards (taking a negative CA hit to activate it). Admittedly the deck already does this from time to time to turn on
Bloodhall Priest and/or
Asylum Visitor, but those scenarios tend to be few and far between, and Bloodhall Priest is more likely to come down when you are already Hellbent (or close to it) and Visitor is still 3 power for 2cmc regardless of Hellbent. Most of the time when you play a
Lupine Prototype early I feel like it is just going to sit there doing nothing for you, which I feel is more likely to slow the deck down than anything.
I feel the same about Orrery. I still don't think we go Hellbent fast enough to make it actually worthwhile. The "play two lands a turn" clause is likely to help your opponent significantly more than it helps you. Since this deck can currently get there pretty often with only 2-3 land on the table, and almost never needs more than 4 land on the table. Would also require running a 4 drop which would up the curve somewhat, and the aim of the build is generally high power 2 drops all day long. Worst case scenario it is 4cmc Artifact (read:can't attack) that can potentially be a do-nothing card for you (again, requires Hellbent, and the mana acceleration is basically worthless to us).
Nerd Ape would require running a larger base of Artifacts to really be worthwhile. I think Nerd Ape is a great card, but I feel like pushing this deck more towards Artifact synergies pushes it away from the Vampire and Madness synergies. I personally don't think this is a good idea. I feel like there can be a certain amount of bleed over between the two, such as the Copters and Scroungers in my list. That said, I feel like if you push things too far in one direction or the other you would just be better off committing to that particular plan instead of trying to make two different types of synergy/tribal work in the same deck.
As for
Alms of the Vein, I am not at all a fan of this card. I know some people swear by it, and if you have good experiences with it by all means go ahead. I would much rather have the playset of
Galvanic Bombardment since clearing the path for our creatures often results in more damage than a burn spell would have provided. Personally, I would run
Collective Defiance before I ran Alms (and have in the past), since it burns the opponent out just as well, can hit creatures to clear the path on top of that, and can occasionally refill our hand and/or activate Madness with its wheel ability.