Well, with the new set coming out I saw two cards that really drew my attention:
Steam Augury: Though eager at first I soon realized that not you but your opponent gets to choose. I ended up not playing this card, also because my opponent gets to know my cards and can play around them better.
Anger of the Gods: Red always has the problem that burning isn't really profitable against creatures that either come back or have a die-trigger. Anger of Gods would've been much better with all these undying creatures out there but it's still really good against Voice of Resurgence. You can say that it's propably better than Firespout and that was a hell of a card back in the days of 5-color control!
Turn/Burn
is another way to get big creatures off the board when they're huge or trigger die-effects. Lets you trade 1:1 with creatures so you can get your card-advantage train rolling (Anger of the Gods, Opportunity) while countering their own with
Counterflux
(e.g. Sphinx's Revelation).
Cards from M14 that really impressed me were Young Pyromancer and
Burning Earth
. YP creates tons of chump-blockers from a single(!) card and lures my opponent into overcommitting to the board so I can land a Anger of the Gods or an overloaded Mizzium Mortars.
And
Burning Earth
is just generally good against any three-colored deck. It's also the reason why I'm not playing any three.colored deck.
Post rotation I'm impressed with
Frostburn Weird
, especially because it evades Anger of the Gods. Later in the game it's just a 4-power dude demanding an answer.
This is pretty much as budget as competitive magic nowadays can be. You propably have most of the cards already anyways when you've drafted the previous sets a bit. When you have Steam Vents, you should put them in (not a much played these days, perhaps you can scrounge them somewhere). I just let them out to show you the imo strict necessary pieces of this deck.
Any ideas and +1's are very much appreciated :D