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Power up Spikethorn with equipment and enchantments. Destroy in a few turns. Ideally, you get one of the many cards in your hand that can pull out spikeshot. Then pump out the land and equipment. In a good situation, damnation might come up if entirely necessary to pull out before spikeshot, then, if you get an umbral mantle on spikeshot. its game over. Can use any hints tips. anything. lol.
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The thing is your deck requires 1 creature to win. Without Spikeshot out this deck just loses horribly. I know you have 7 tutors and 4x Spikeshot so 1 in every 6 cards with net you a spikeshot but he's way too fragile. You pretty much have to get the Lightning greaves on him to keep him shrouded but that still doesn't protect him from global spells. Also Circle of Protection : Red = Lose for you.
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I would take out 3 damnations and 1 swamp then add in 1 mountain and 3 tattermunge maniacs. (Have a pumpable attack force if you can't get spikeshot working.)
Alex is right, there's a lot of Pro-Red cards around, and being played, there's: Story Circle, CoP: Red, Burrenton Forge-Tender (which I've seen main-decked, never side-boarded?), etc. This will crash. And you're relying on 1 creature, that I could Flame Javelin...
The others are right 1 terror and your toast, not to mention i would add some additional burn spells so you have a backup way to win. In addition since your running black look at some cards to get spikeshot back into hand or play if it hits the grave, Grim harvest, Dread return, Zombify Wort, Boggart Auntie would work well and provide another creature with fear. She can also be tutored with your harbinger.