I'm not usually too thrilled by Wizards's deck-in-a-can synergies that are lying right there. However, sometimes even tweaking them a little can end up with intriguing results. Case in point, Lorwyn gave us not one but two types of elementals - the big, abstract, conceptual ones, and the bipedal flamekin. The flamekin's built-in synergy seemed to be Activated Ability Tribal, with with three activations of their ability scoring you a sick payoff, a la Soulbright Flamekin, Inner-Flame Igniter and Ashling the Pilgrim. Meanwhile, Flamekin Brawler and Flamekin Spitfire had other red-appropriate abilities to add to the pile, and Ceaseless Searblades benefited every time.
Okay, fair enough. But what happens when you splash blue for Training Grounds? Zirda, the Dawnwaker might even do you one better, being in-colour and tutorable via Flamekin Harbinger. Now suddenly the numbers are all out of whack. Soulbright Flamekin doesn't turn six mana into eight, he turns a measly three mana into eight. Inner-Flame Igniter can pump your whole squad for just , and since he gives them First Strike and the Soulbright is probably handing out Trample, you should be able to stomp your opponent no problem. The Harbinger helps you grab what you need and Smokebraider accelerates you into your business creatures. Unlike most utility creatures, however, they aren't just wasted space once the game starts rolling - even the tiniest pipsqueak can be fearsome after the Igniter starts spreading the love.
The backup option you have available is Obsidian Fireheart, who can essentially stick a Curse of the Pierced Heart to your opponent at will once you make his ability cheaper. Even if he forestalls your ground pounders, that kind of damage should pile up fast.