This deck is based on doing what most burns do. Deal direct damage, except it's now using Soulfire Grand Master as a life source, and has a very large board presence with Young Pyromancer, Monastery Mentor and Brimaz, King of Oreskos.
As you see, I've put the token gens in order to have board presence as well, and not just sit there like a retard firing bolts at the opponent. And talking about that, Monastery Mentor is a f***ing BOMB! This guy is an almost sure win con on turns 5-7 if you manage to drop him on turn 3 or earlier. The tokens with prowess are a real good addition to the field, and can snowball pretty quickly if the opponent drags the game for too long.
Satyr Firedancer was an important addition as well to the deck mechanics. It helps me focus on killing my opponent without having to worry about his weenies on the field. I've been considering adding one more of these since I've been missing it a little in some games. Maybe 3 will do it XD. The only question for me is the classic: What do I remove?
Now, I really gotta say I love Guttersnipe. This little goblin here is one of the most rage-inducing cards on the list. Needless to say it's got a very good synergy with the deck mechanics.
As for the burn spells, the pair Lightning Bolt + Lightning Helix
is proof that lightnings DO strike the same spot twice XD[Lightning Helix]] is a very profitable card when you play this deck, mainly if you have baby Soulfire Grand Master on the field. It's a two-drop that deals 3 and gives 6! In this case, way better than bolt itself. Of course, bolt will have an equal damage and a 3 life points return, but one W for 3 life points is a wonderfull addition in my oppinion.
Boros Charm is here because it's not only a powerful burn, but also a way to protect my field in case I need to.
Magma Jet is here so I can have at least a little of control over my resources, and works well when the fetches are played too, giving me a reliable deck-cycling, and making sure I can get what I want, when I want it.
I was a little uncertain about Swords to Plowshares on this deck in the beginning, but later realized it's not a bad deal to remove a problematic (probably indestructible) creature from the field, even if the controller gains a little life. We can take care of that later =) (Guttersnipe approves!)
Last, but not least, Deflecting Palm is here to make me untouchable haha. I've experienced some burn decks that can go a lot faster than mine, and deflecting palm is there mainly to prevent that from happening, as well as to make goyfs and creatures alike a minor nuisance to me.