Drawing inspiration (somewhat) from The Ash Bringer {195 DAMAGE TURN 3}, I looked at it and tried it out between FNM Standard rounds yesterday. I noticed some issues involving consistency with mana draws and a curve that's topping out way too high. Following some tweaking, I have gotten the curve to be much more manageable, leave the core theme, but work it out to a higher degree of consistency.
This deck has many ways to win by turn 4, but also has staying power to survive well into turn 6. Don't expect to live much longer, since combo decks will usually have their win con out by then, but this deck is fast, repeatable, reliable, and dirt cheap. It's a blast to play even if you lose.
FASTEST COMBO-
Turn 1- Land, Foundry Street Denizen
Turn 2- Land, Young Pyromancer. Gitaxian Probe, Gitaxian Probe, Gitaxian Probe. Swing Foundry Street Denizen for 5.
Turn 3- Manamorphose, Manamorphose, Battle Hymn (for 8), Krenko's Command, Lightning Bolt for 3, Burn at the Stake for 33, Swing Foundry Street Denizen for 8.
TOTAL DAMAGE: 49
THE "WHAT THE F--K?!" COMBO
Turn 1- Land, Foundry Street Denizen
Turn 2- Land, Young Pyromancer. Gitaxian Probe, Gitaxian Probe, Gitaxian Probe. Swing Foundry Street Denizen for 5.
Turn 3- Land, Manamorphose, Manamorphose, Dragon Fodder , Lightning Bolt for 3, . Swing Foundry Street Denizen for 7.
Turn 4- Battle Hymn (for 14). Fervor, Krenko, Mob Boss, Krenko's Command. Tap Krenko to get another 6 goblins, tap all your creatures save for the Foundry Street Denizen for Burn at the Stake 66 damage, swing with the Denizen for 12 damage. 78 Damage turn four alone.
Total Damage- 93!