Deck has answers to Glorybringer being Chandra, Torch of Defiance, Flame Lash, Lightning Axe, Chandra, Flamecaller, and Collective Defiance.
Walking Ballista. Kills Channeler Initiate the turn he comes down, kills Cryptbreaker, kills Toolcraft Exemplar, good at getting those last points of damage onto planeswalkers, cleans up after combat, kills tokens, gets the occasional two for one, great late game draw, etc... The card is bananas.
Flame Lash. Kills Gideon, Ally of Zendikar. Kills Glorybringer. Sometimes kills your opponent.
I don't think anyone seems to be ready for Chandra, Flamecaller. Every time I resolve the card it warps the game. Granted it gets countered very easily. On an empty board the thing is just great. A lot of people are playing Never / Return and Cast Out right now though. So it isn't without answers. Glorybringer doesn't always kill it either.
I can see the argument to play Sweltering Suns in the main deck since it is never going to be a dead card, but I just feel like the card is a better fit for sideboards. I could very well be wrong on that account, but I don't mind.
I think Incendiary Flow is a must. Scrapheap Scrounger, Relentless Dead, Dread Wanderer, Haunted Dead, and Prized Amalgam are pretty popular. Same with my sideboard copies of Magma Spray.
Fiery Temper, Lightning Axe, Tormenting Voice I am on the fence about. The package doesn't seem amazing in a grindier mid range deck. Lightning Axe, despite it almost always being a two for one, kills almost everything. Fiery Temper is good with it. Hazoret the Fervent is good with Fiery Temper. Could see myself dropping Tormenting Voice from the list. I find that it sits in my hand a lot.
Playing 4 copies of Chandra, Torch of Defiance could be greedy, but I just want as many answers to Glorybringer as possible. Sometimes she can kill a Glorybringer and stay alive. Gotta love the occasional 0 for 1. The card leads to a lot of 1 for 2's.
Not sure about playing a copy of Hazoret the Fervent. The main reason I like the card is because I play 4 Fiery Temper. Also it just adds some extra reach to the deck. Having 24 lands will cause me to draw a bunch of lands some games, and if I can occasionally turn a bad draw into even a little bit of value that is great.
The sideboard copies of Weaver of Lightning have impressed me. It blocks a lot of the early threats in the format. Also the extra damage surprises me how often it is relevant.
Release the Gremlins is a must against Mardu Vehicles. I like it more than By Force since it adds pressure to the board. The deck doesn't apply a great deal of pressure so every little bit helps.
Dragonmaster Outcast hasn't amazed me by winning a lot of games, but proves to be the best removal magnet I have ever seen. Making control players occasionally main phase a removal, or counter your one mana card. Feels so good.
Colorless lands to turn Sea Gate Wreckage on now. I have liked Sunscorched Desert. I don't see why not to play it. The deck isn't reliant on all of its mana being colored, and it turns on Sea Gate Wreckage. Damage is damage.
Edit: Decided Sunscorched Desert (while good) wasnt as good as four copies of Sea Gate Wreckage. In testing I have noticed the deck suffers against control matchups and Sea Gate Wreckage helps a lot, and Westvale Abbey
usually makes a larger impact than the 1 damage from Sunscorched Desert. Also decided I needed some sort of hand disruption to battle control decks as well as combo decks. I added Thought-Knot Seer to my sideboard to do just that. May have to add more colorless lands to be able to consistently cast it though. May explore other colorless land options as well.