I took the core of your deck and traded the efficient removal for the option to go face with every burn spell. It is very different from the more controlish Enigma 1-shot, but might just be more consistent.
The Counterspells are all gone, because most of the draw power is now sorcery speed, which makes counters a lot worse. This version doesn't need them to protect the
Enigma Drake, anyway, because you have plenty of firepower to steal the game without them. That also allows you to play the Drakes a little earlier and ask your opponent, if he has the removal or intends to roll over right away. However, the deck still gets a lot of spells in the yard, so tapping out lategame puts your opponent in danger of losing immediately. I'm also happy to see no Dispels in my opener anymore.
Insult // Injury is a very good card here. With 7+ mana, you can dish out ridiculous amounts of damage with any combination of burn spells. Even when you use it to take out a 6 toughness creature with
Hungry Flames, it's still 4 damage to the face for your 2-for-1 removal and you get another good spell in the aftermath. Something simple like a
Shock turns this card into 4 damage to a creature and 8 to the face for 7 mana, even without Thermo-Alchemists.
The deck can be a bit tricky to play, though. You have a lot of options and therefore a lot of opportunities to go wrong. Deciding when to replace your hand with
Collective Defiance or whether to use your spells to control or go for the kill can be tricky. My winrate is decent, but it would be even better, if I wasn't a complete and utter moron.
Creatures / Planeswalkers (8)4 x
Thermo-Alchemist3 x
Enigma Drake1 x
Chandra, FlamecallerEnchantments (2)2x
Fevered VisionsInstants / Sorceries (27)4 x
Shock4 x
Take Inventory4 x
Cathartic Reunion2 x
Exquisite Firecraft2 x
Collective Defiance3 x
Hungry Flames4 x
Fiery Temper2 x
Insult // Injury2 x
Hieroglyphic IlluminationLands (23)10 x
Mountain7 x
Island2 x
Wandering Fumarole2 x
Sulfur Falls2 x
Hanweir Battlements