This is a Dragons of Tarkir modification to a competitive Jund deck I've been running. It's very simple -- Ramp into low-costing dragons and swing in the air for the win.
Playtest Breakdown
Very effective against control decks. Evasion makes it good against midrange, though this may change in the new meta. Weak against aggressive decks.
Consistently wins turn 6 unanswered. Earliest win is on turn 5, and the deck rarely goes past turn 7. Hand is best started with mana ramp. Either Atarka's Command, Dragonlord's Servant or Elvish Mystic and a dragon.
Card Reasoning
Atarka's Command: What is there not to love about this card? Early game, it's a ramp + 3 damage to the face. Mid-game it can save a Rabblemaster from a Courser of Kruphix block and his tokens from the opposing teams' token blocks. Late-game it stops the Soul of Theros game plan in its tracks. Chump block with a Goblin Rabblemaster or an Elvish Mystic who have done their jobs early game and then swing in the next turn for that last bit of damage they were hoping to recover.
Courser of Kruphix: Card advantage, life gain, and token blocker. She's been around long enough that her advantages are well-known.
Dragonlord Kolaghan: Basically a 6/5 flying body with haste. She does have the added bonus of allowing you to cast her fate reforged self without dash. And, she can make some players think twice about playing another Siege Rhino or Narset Transcendent when you just killed one the turn before. However, she's the top of the curve and drawing two of her is painful. She needs more playtesting, but could end up a powerhouse in the new format.
Dragonlord's Servant: He makes dragons cheaper and has the ability to eat tokens. I'm still not 100% sold on this card, but he will require more playtesting to explore his abilities.
Elvish Mystic: Mana dork. Ramp to turn 2 rabble or courser, turn 3 Thunderbreak.
Goblin Rabblemaster: This guy is in the maybe-board because he can mean a turn 4 win against control, but he's unfortunately dead to most midrange decks. I ran him 4-of originally and enjoyed him, but didn't find him to win games. He's extremely weak to Wild Slash, but if he comes out turn 2 with Elvish Mystic, then that's one less turn an opponent could have played Raise the Alarm and it gets rid of a cheap prowess trigger. I imagine his use will be determined once the meta is clear--I'm definitely interested in hearing your thoughts on whether to use him or not, and if so, what should I be taking out?
Hero's Downfall: Great for Planeswalker removal and any sky-threats that get in the way.
Kolaghan, the Storm's Fury: This is the deck's powerhouse. She pairs well with Goblin Rabblemaster's tokens. With Thunbreak Regent, Stormbreath Dragon, or Sarkhan, the Dragonspeaker, your opponent faces 12 in the air on turn 4 or 5. Opponents who know the deck keep removal spells in-hand for her. Lastly, with 5 toughness, she makes aggressive decks answer her with two burn spells. If there's a Thunderbreak on the field, that also means they're taking 6 damage.
Murderous Cut: Point source removal for flying threats. This is likely to be especially important as decks ramp into Dragonlord Atarka and dragonlord Dramoka. Casting a removal spell for one black mana is extremely important when you have to do it on your turn.
Outpost Siege : I was once told by a player that he'd pay almost anything to draw a card. Card advantage is essential, and nothing in red does it better than outpost siege. In the late game, it can make chump-blocking with the weenies a productive affair.
Stormbreath Dragon: Evasive body with haste that gets bigger later. The pro-white makes him a forever Siege Rhino blocker, and with Atarka's Command he can kill one, too. Great against decks that run Valorous Stance and Chained to the Rocks.
Tasigur, the Golden Fang: This deck feels like what he's built for. His ability is in a main color (green), and there will be plenty of delve fodder between Atarka's Command, Wild Slash, Wooded Foothills, and Bloodstained Mire. He's just a nice body for cheap and some card advantage.
Thunderbreak Regent: Excellent turn 3 drop. Opponents are forced to take 3 damage to get him off the field--and they'll want to. This card almost guarantees 3 damage once it resolves and can potentially swing in for 12 the next turn when paired with Kolaghan, the Storm's Fury.
Requested Help and Suggestions
This decks worst matchups are aggressive decks. The Dragonlord's Servants help some against tokens, but I don't really want to be blocking tokens and then getting my mana-ramps wild-slashed.
The biggest overall issue with this deck is card disadvantage--you have to win early, or risk being overrun by Tasigur, the Golden Fang or a Outpost Siege. I put in Outpost Sieges mainboard to deal with this, and it has helped immensely. Mana was tight 1/5 times. Opinions, adjustments, card preferences, etc. are more than welcome.
Sideboard
Suggestions also welcome here. How would you board?
Thoughtseize: For control/combo/big creature decks to yank the issues before they occur
Destructive Revelry: Jeskai Ascendancy, Perilous Vault, Constellation/Enchantment, Combo Decks
Anger of the Gods: Token Decks, Heroic Decks, Mardu
Outpost Siege: Card draw for matchups that are running long
Murderous Cut: Mid-range, Air threats
Wild Slash or Roast?: For all the Monastery Swiftspear, Seeker of the Way, Firedrinker Satyr, Favored Hoplite, etc. in the world. May be better as Bile Blights, though the low cost and main-color of Wild Slash is a plus.