Been working on this to take to FNM. I'm moving it away from small rushy creatures like Rakdos Shred-Freak and Rakdos Cackler in favor of bigger, beefier creatures that continue the rush into the mid-game. I'd appreciate any comments.
The Madcap Skills and Spike Jester give me an awesome early game threat. The midgame can go a couple directions: 1) I play Lobber Crew first, for games when they have good blockers, or I need good blockers, or I need to get 1 damage through for a turn 4 Rakdos, Lord of Riots; or 2) rush straight for my Hellhole Flailer, Exava, Rakdos Blood Witch, and/or Underworld Cerberus.
I know the Slitherhead seems silly, but it has awesome synergy with Exava, Rakdos Blood Witch by giving my other big creatures a counter and, therefore, haste. It also sets off Lobber Crew and can lead into a quick 4 damage with Madcap Skills. Slitherhead belongs in the GY, so I don't mind giving them incentive to waste a removal spell on it.
This deck is built around Lobber Crew. Sexy, sexy Lobber Crew. Two of those bad boys plus two multicolor spells is 6 damage in one turn. They let me win when the board is frozen, they get in good blocks and often do 5-10 damage in a match.
Let me know what you think of Rakdos, Lord of Riots and whether I should add in a second. His synergy with Lobber Crew in incredible, and he occasionally lets me dump my whole hand turn 5.
I'd appreciate any comments you can leave.