Some hands work, some hands take very long to do anything. It's a fun deck, but keep in mind that the "engine" is a card that should never have been printed and is barely allowed anywhere (I'll finish by repeating that it's FUN, because it is).
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Painful Quandary could work with Sangromancer... You should drop the Demon's Horn. It really doesn't help enough. Unless you want to use that "Gain life, enemy loses life" enchantment that is. This deck could also use some Sign in Blood to draw faster, especially if you keep the healing.
*spelled. I'll make a real reply too.
Decided against Valakut since it's a R/G deck, if I was running mono-red I would have used it. Harrow might be usable over spellbomb, only reason Im using spellbomb is because it cantrips really. Searing really seems good, Outrage is mainly there because the deck can support it with it's mana and freecast, but yeah more damage to the player is just better. Sylvan Ranger vs. Emissary is a tough one. I decided to use emissary since it's good for mindgames (do I block and kill it or let it hit me for 2?). It's gonna die the moment I pyroclasm anyway, but I can probably try switching it our and see what happens.
I like your spell setup, but your creatures confuse me. Are you trying to win with early aggro? Your inferno titans, planeswalkers and Dragonlord seem to suggest the opposite. Goblin guide loses a lot of value if you can't win very fast, since he will eventually grant the enemy some mana acceleration. Consider changing your creature composition, to focus either on early aggro with Memnites, Goblin bushwhacker, Kuldotha rebirth etc. to maximize battle cry, or go slower and do a real one hit kill with Hero of Oxid ridge to prevent chump blocking. Rate my deck please: http://www.mtgvault.com/ViewDeck.aspx?DeckID=136304
Try burst lightning instead of shock. http://www.mtgvault.com/ViewDeck.aspx?DeckID=136304
Casual R/G is where it's at. You have plenty of lordship, Sosuke's lord ability is of course a little bit wasted, but who cares. The lightning bolts feel a little bit random on their own, your deck could do with a few more combat instants since you have both red and green, like giant growth and the like. Casual R/G for the win: http://www.mtgvault.com/ViewDeck.aspx?DeckID=136304
Nice deck, but consider sideboarding your leyline, it's not needed in every game most likely. I like the flavour though, this is a deck made for one thing and that is punishing your enemy, even if that means bleeding some damage for the greater cause! You might want to remove the Sparkmages though, add Arc trail instead. I made a very spell heavy deck and it's proven invaluable: http://www.mtgvault.com/ViewDeck.aspx?DeckID=136304
Made my own version of a Galvanoth deck after looking at this one, has a lot of land search to thin quickly: http://www.mtgvault.com/ViewDeck.aspx?DeckID=136304
A nice deck, but do you need the indestructibility of the Darksteel Axes? Trusty Machete will give you more stats overall, and if its removal you are worried about, wouldnt they just remove your signal pest, opal or artifact creatures instead? It's a nice focused deck, mayby mess around with goblin guide if you want even more early damage.
Ok, made some changes to the deck. I honestly didnt know about the black-white fetchland, so I added that instead. The smiths were an idea at the point where I put them in, but after messing with the sample hands I ended up triggering their ability too rarely for it to be worth the effort. I dont want to remove the -1/-1 counter giving spells, as you can capitalize on the counters quickly using proliferate, especially with the instant speed Throne of Geth proliferate. Added Spread the Sickness and Grasp of Darkness (not sure I can even find the uncommon removers in my area haha). Grasp of Darkness should be a certain kill with the little extra counters I can get onto big creatures with my infect and spells. Spread the Sickness progresses victory, and only requires 1 swamp so I felt it was alright to add. Gonna mess around with it a little and see how it works.
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