Your game plan is to attack early and often. Ideally, you'll start by playing a couple of creatures in the first three turns. If your opponent summons some early blockers, clear them away with Shock and Flames of the Firebrand rather than trade them for your creatures in combat. Your cards are at their best when you're attacking, so it's important to keep some creatures on the battlefield.
Once your creature assault begins, your other cards provide support for the offensive. This deck makes great use of the Gatecrash set's bloodrush mechanic, which can help your attacking creatures barrel over your opponent's blockers. When boosting your creatures in combat, your first priority should be to keep your attackers alive. Unless you can finish off your opponent this turn, it's almost always better to pump up a blocked creature than it is to deal more damage to your opponent. Ghor-Clan Rampager is particularly awesome because it lets you do both by granting +4/+4 and trample.
One of the most powerful tricks this deck can do involves Wild Beastmaster plus a bloodrush card. You can attack with Wild Beastmaster and discard a bloodrush card from your hand to boost its power before Wild Beastmaster's ability takes effect. The result? The bonus from the bloodrush ability is effectively passed on to all of your attacking creatures for a bone-crushing combat phase. Armed / Dangerous can also set up a huge attack when you use its fuse ability to cast both halves of the card. By choosing two different targets, you can force your opponent to block a small creature, leaving the path clear for your double-striking monstrosity to connect.
Your sideboard offers options to counter your opponent's strategy and give you the advantage. If your opponent is gaining lots of life, respond with Skullcrack to put a stop to it. Annihilating Fire helps permanently burn away creatures that come back from the graveyard or have effects when they die. Against other decks with big creatures, Act of Treason and Enlarge are trump cards that let you turn combat dramatically in your favor. Gruul Charm comes in handy against decks with flying creatures or lots of blockers. Savage Summoning is a powerful weapon against counterspells.
Card Descriptions:
Burning-Tree Emissary is a great combo card with Skarrg Guildmage and also makes a good blocker.
Deadbridge Goliath is great swinging every turn so that if it dies you can just scavenge it on Wild Beastmaster.
Dryad Militant is great against pesky Flashback and Unearth decks; also makes a great attacker and later blocker against 3/2's.
Elvish Mystic is your mana-ramp and chump blocker; use it with Forest to get Kalonian Tusker out.
Ghor-Clan Rampager is best Bloodrushed when the right time to attack comes; use on Wild Beastmaster if possible.
Kalonian Tusker is your best turn two attacker and blocker but can sometimes be hard to get out due to mana.
Ogre Battledriver is awesome due to his ability; get Ghor-Clan Rampager out to deal 6 damage with trample and haste.
Pyrewild Shaman can be Bloodrushed and then brought back later to be reused or casted as a creature; use when time is right.
Rakdos Cackler the best turn one card ever; Unleash against blue and red decks to swing for damage early in game.
Rubblebelt Raiders's ability is great because the +1/+1 counters are permanent, meaning you can swing and get a 9/9 or better. Use Skarrg Guildmage or Rogue's Passage on it.
Skarrg Guildmage has great abilities; get a 4/4 land to swing when possible or give your creatures Trample.
Slaughterhorn is best Bloodrushed but can be brought out early (as soon as turn two) as an attacker or great blocker against a 4/3.
Wild Beastmaster is your trump card; strengthen it and swing the board to deal massive damage; Rogue's Passage or Skarrg Guildmage helps.
Wrecking Ogre answers the need for 3/3 Double Strike.
Gruul Guildgate helps gets a variety of mana out there while sacrificing tempo.
Rogue's Passage is the best land ever; use it to give your 9/9 or 5/5 or whatever unblockable.
Stomping Ground helps get varieties out while sacrificing life rather than tempo.
Armed / Dangerous is also a trump card; use Dangerous to divert all creatures and use Blood to swing for massive damage.
Clan Defiance is an excellent all-rounder. Use to remove up to two creatures and deal burn damage; great for clearing the way.
Flames of the Firebrand is best used to toast opponent creatures early on to slow their tempo.
Mizzium Mortars should be casted for Overload to clear the path but can be used initially against aggro decks.
Gruul Charm rounds out the deck by being able to deal with red (Act of Treason), green (creatures), and blue (flyers) decks.
Shock is your best creature removal card early in-game; use on the opponents' turns to surprise them and have some fun.
Sideboard uses:
Enlarge would sub out Flames of the Firebrand and is meant for creature and token (white and green) decks.
Annihilating Fire would sub out Slaughterhorn and is meant for creature, token decks, and unearth (red and blue) decks.
Act of Treason would sub out Skarrg Guildmage and is meant for creature (green and blue) decks.
Gruul Charm would sub out Gruul Guildgate and is meant for red decks.
Skullcrack would sub out Shock and is meant for white decks.
Naturalize would sub out Burning-Tree Emissary and is meant for artifact and enchantment (white and green) decks.
Savage Summoning would sub out Gruul Charm and is meant for token (white and green) decks.