Below is a breakdown of why each card is in here, by "group" type.
Group 1: Undying: Creatures in this group are in here because they have undying.
Young Wolf Great turn 1 card, with undying, no reason not to run 4.
Strangleroot Geist Wonderful turn two, if you already have a Young Wolf then you now have 3 potential damage turn two. Plus with haste, you can fling him, then attack in the same turn.
Flayer of the Hatebound Now he makes things move. low defense so he'll die quick, but his ability makes that a bonus. Any undying creature now deals their damage when coming back from the grave, Let's just Fling and profit.
Group 2: recycling: These cards are here for recycling effects, more details on each card.
Power Conduit When mana has better uses, just recycle that +1/+1 counter on that undying creature and pass it to someone that could use a pump up. Bonus points for pumping Servant of the Scale because after he dies, he recycles all his counters to someone else.
You can split using the next card over Power Conduit.
Ion Storm Allows you to recycle those +1/+1 counters into a Turn / Burn at the cost of 1R.
Group 3: Aggro: These cards are here to defend the power plant from outside forces.
Hellrider One of my favorite red cards. Bonus damage just for attacking, haste, and he just looks cool.
Pandemonium Free damage just for summoning a creature, bonus damage if Flayer of the Hatebound is already doing his job. Only down side is it gives your opponent's the ability as well.
Rancor Love this card, it pumps up your creatures, and returns to hand so it works well with all of the undying creatures.
Fling and Kazuul's Fury
do the same thing just different costs and help force the undying recycle when your creatures aren't dying to combat.
Lastly the only land I'll talk about, Kessig Wolf Run. Great for when you need a bit of extra damage, or are top decking
If anyone has any suggestions I'd like to hear them. Trying to keep it fun and not too pricy.