Word Aflame is a deck based on destroying everything the opponent has (Land, Creatures, Artifact...) and dealing high damage to players. This deck doesn't have the strongest monsters, or the best artifacts, but has extremely powerfull (Sorcery) spells. Volcanic hammer deals 3 Damage to target creature or player. Use it to destroy your opponent high power/low Toughness Creatures, his first 'weak' creatures to keep his field empty, destroy unblockable monsters (Flying, Mountainwalk, Fear, ...) or just to deal damage to life points(this might be a waste to use on players (only if they're are low life, it's recommended)). Cause of it's cheap cost, it can be played to keep control over the game from the start. With Blaze, you can destroy a powerfull creature or deal big damage to your opponent. Very usefull at mid/end game situations. Use Stone Rain to destroy opponent's lands(if your opponent hasn't any strong artifacts, you can use Demolish as well). If they don't have enough lands, they can't play their powerfull spells and creatures. If your opponent Has usefull and/or strong artifacts, use Demolish to destroy them. This way, you can keep control over the game. Wildfire destroyes 4 Lands, both from you and your opponent, and destroyes all creatures with a toughness lower or equal as four. Only Dancing Scimitar (and Magnivore, if he's strong enough, will survive on your field. Use Lava Axe to get your opponent life points to zero! With 3 times 5 damage, your opponent has only 5 life over. You can attack with creatures, use Volcanic hammer or use the Anarchist's effect. (Anarchist = 4 mana cost 2/2 red creature with the effect that you can take a Sorcery out your graveyard back into your hand. Take Volcanic hammer or Lava Axe for the Final blow. Dragon's Claw is the only way to regain life. It gives 1 life each time a red spell is activated.
Magnivore is one of your strongest Creatures. He gains +1/+1 for each sorcery in a graveyard (every graveyard!) and has Haste. This combined, you can surprise your opponent with a strong monster in mid/end game, cause many strong Sorcery's will be played. Anarchist can return a Sorcery from your graveyard to your hand. This is very usefull cause almost all your magic spells are Sorcery. This way, you can use them again and destroy your opponent even faster. Hill Giant and Balduvian Barbarians are the only monsters with some strenght. Their Power is both 3. Attack only if your opponent can't block or can block but his creature would be destroyed (and yours not!). Else, use them for defence. This deck hasn't any Instants, so don't count on them. Dancing Scimitar is one of your most important creatures in this deck, cause it's the only one with Flying and a high Toughness. A Toughness of 5 and 1 power is a good blocker. Only use it for attack when your opponent doesn't has any Flying creatures and you have enough to block their creatures. Else, use it for defence. In this deck, you sorcery's are your strenght, not your monsters.
Your weakness is your lack in powerfull monsters and the capability to block monsters with ability's. If someone has Flying, only Dancing Scimitar can block. If one has Fear, the same.
When your opponent has a large army of creatures, you're dead. You don't have enough creatures to block. If you have it, use Wildfire now.