I believe I've cracked the code on B/R Vampire-Madness. Since I've built this deck I've had a 70% win rate at PPTQ and FNM. I'm looking forward to testing this deck's mettle at a premier event. The primary strategy of this deck is to get fast and powerful fliers out quickly with burn as your removal option and secondary win condition. Standard of late has the ground mucked up with Bant humans and G/W tokens. This deck ignores this by flying over and evading your opponent's creatures. Even cards like Dromoka's Command are not an issue because you can cast an abundance of creatures to replace any they destroy, and your opponent is faced with the dilemma of using Dromoka's Command as a removal spell, or sandbag it to prevent your burn. Any creatures they power up can be killed by Lightning Axe or Fiery Temper. This deck has plenty of enablers to exploit the Madness mechanic. Insolent Neonate gives you an early chump blocker/madness enabler that replaces your card advantage. With Menace it even can be evasive in a pinch. Falkenrath Gorger is your red Savanah Lions that gives all of your vampires menace. Heir of Falkenrath turning into Heir of the Night is your first straight up flying beater while also enabling Madness. Ravenous Bloodseeker is a straight Madness enabler. It allows you to play a potential defensive ground game while having a fantastic combat trick combo with Stensia Masquerade. Olivia's Bloodsworn is an underrated card that makes every creature spell tick. Its ability to give vampires haste, including itself should not be underestimated. On the higher end of the curve, Olivia, Mobilized for War into Drana, Liberator of Malakir ends games quickly. Thunderbreak Dragon, while not a vampire, is a straight up curve topper. It flies, it's a 4/4, it punishes your opponent for targeting it. And hell, you can make it a vampire with Olivia's effect. How sick is that? A 5/5 vampire dragon with haste. Have Stensia Masquerade out and we're talking about mad beatdown Magical Christmasland.
On the non-creature spell side we've got Lightning Axe and Fiery Temper as your one-two punch combo of removal/burn. Stensia Masquerade functions as a Madness enabled combat trick that just sticks around. Tormenting Voice replenishes your hand and is yet another Madness enabler. Kolaghan's Command's different modes just give you value, burning your opponent for two or killing a creature, getting a creature back from the graveyard that was either destroyed or you pitched for discard, or disrupting your opponent's hand. You can even target yourself to discard to trigger Madness if you're desperate enough.
20 lands is standard aggro fare. If you find you're getting drought on Swamps, try 8 and 8 with Mountains and Swamps.
Sideboard is set up to deal with various matchups in standard. Languish may seem an odd inclusion for an aggro deck, but it can help function as a reset button for when your opponent runs away with Green or White weenie creatures. It can also turn the tables after your opponent flashes in Avacyn.
Hope you can give this a try. Let me know how it works and if you have any suggestions.