The deck takes the aggressiveness of Gruul and pumps it up with kicker effects to quickly bring down your opponent.
The first category: Ramp. Llanowar Elves and Elfhame Druid provide early game ramp to get your board set up for quickly dropping creatures on the board. Adventurous Impulse is the perfect one drop, as it's a great utility card for when you need early game lands or late game creatures. Grow from the Ashes is great midgame ramp, giving you untapped lands but also triggering one of your win conditions.
Category 2: Creatures. Untamed Kavu is a bombshell in the deck due to how flexible he can be. You can use him as an early game blocker or as a mid to late game beater. Scrounging Bandar seems like an odd choice, but works well with Hallar, the Firefletcher. Hallar is one of your win conditions, quickly getting pumped up into a bigger trampler and also hitting your opponent for easy damage thanks to the kicker triggers. Verix Bladewing is a great late game beater, giving you not just a kicker trigger but also 8 power on the board spread across 2 bodies with evasiveness.
Category 3: Removal. The deck has two main removal spells, Abrade and Fight with Fire. Both spells are good early game removal, but also offer flexibility depending on the state of the game. Abrade is the perfect answer for surprise artifact decks and Fight with Fire is a good late game finisher.
Category 4: Utility. Nature's Spiral is a good answer to removal strategies, as most of our strategy relies on beating face with creatures. It's also perfect for continuing to cause shenanigans with The Flame of Keld. This saga provides good card draw, as we will frequently run into situations where our whole hand is on the board. Also, most of our direct damage comes from red so the additional 2 damage from the 3rd lore effect will help finish games quickly.
The land base is fairly simple. Cycle lands will help us ditch unnecessary lands to quickly draw into our creatures. Memorial to Unity is a good mid game option to quickly pull our heavy hitters. And because we will frequently have lands in our graveyard, two copies of
Hostile Desert
provide us with efficient man lands for life saving blocks.
Now to the sideboard. Sentinel Totem and Silent Gravestone are answers to graveyard strategies, predonimantly ones focusing on
The Scarab God
. With how much burn and damage we can cause, Magma Spray will help permanently remove problem threats on the board. Siege-Gang Commander and Tilonalli's Summoner will allow us to go wide and provide chump blockers. With how many creatures we are playing and how much land we can ramp into, gaining the city's blessing will be easy enough. Grand Warlord Radha capitalizes on our aggro strategy by turning attacking creatures into mana sources. And Heaven / Earth will provide us with a simple board wipe in the event that our opponent is using flyers.
Let me know what you guys think down in the comments below!