I won the night, going 4-0. First game I played against mana-ramp green creature deck and got 2 perfect games of turn 4 lethals with [Satyr Firedancer] on turn 2, [Goblin Grenade + Reverberate] turn three in both games.
Second match was against another Zoo/Aggro Red/Green/White deck (I don't know the terminology for Magic Decks yet, I'm still learning). I lost the first round due to keeping a greedy hand with only one mountain, hoping I'd draw another one in a turn or two since I had [Searing Blaze]. The second game was a close match, where my opponent decided [Monastery Swiftspear] was a bigger threat than [Zo-Zu, the Punisher] on turn three. Which made it so he could no longer play his fetch lands since he didn't draw into a spell to kill it. The third round I got an almost perfect game, setting him to one health on turn 4 and drawing into a [Lightning Bolt] turn 5 to finish him off.
Third match was against a Green Elves token deck. The first round I got obliterated since I didn't know how the deck ran and killed all the wrong creatures. Round two I used [Searing Blaze] turn two to get rid of his mana ramp elf. I got a [Satyr Firedancer] on the board turn three and played a [Lightning Bolt] to kill his threats and from there it went downhill for him. It dragged out until turn 8, while I was stuck waiting for a combo big enough to power through his life-gain. Third game I got a [Satyr Firedancer] on the board turn two, and with two [Searing Blaze] cards in hand, [Reverberate + Goblin Grenade] it was just a matter of time before he went down without a problem.
The fourth match of the night was against a White/Black token deck. The first game I started with a bad hand and mulliganned. My mulligan was ok, but I had 3 lands in hand and only on [Searing Blaze] and two [Goblin Fireslinger]s. So I was hoping for no more land draws for a turn or two but that's all that I got for 5 turns in a row and I lost that match pretty quickly. The second game I made sure to shuffle well, started out my hand with a [Satyr Firedancer] and [Reverberate], so I knew that I'd have control on the board. I targeted the wrong creatures with the Firedancer which almost lost me the game but luckily I miracled [Thunderous Wrath] and was able to finish her off just before she hit me. The final match of the night I almost lost due to a technicality, I accidentally tapped my creatures before playing [Searing Blaze] which allowed her to sack-block a [Monastery Swiftspear]. Luckily, my other [Monastery Swiftspear] was big enough to finish off the creature hit by [Searing Blaze] and I finished the night flawless.
Important Lesson: [Satyr Firedancer] are a key card in this deck. Play them as soon as you can unless you get the land drop for [Searing Blaze] or miracle [Thunderous Wrath]. Because the Firedancer allows you to clear board AND do damage to your opponent. [Brimstone Volley] wasn't too helpful. It's nice to have as a spell to simply do some damage while waiting on a combo, but many times its 3 mana for three damage, which is nothing much and could be better used else wise. [Skullcrack] would definitely be a nice sideboard, allowing all damage in a turn to be unpreventable, as well as [Magmatic Insight] as this deck only needs 3 lands to perform well. (Side note: I won a match with only two lands in play by turn five, so if the cards come this deck only needs two lands but most of the time needs three)