the idea is simple, play it like a land ramp, disguising that you have red all together. when you feel the time is right, hit your opponent with a fireball they will never forget. the decks key is how powerful this fireball can get
example
turn 1-land drop, play voltaic key
turn 2-land drop, play overgrown battlement
turn 3-land drop, tap overgrown battlement, everflowing chalice (kicked twise)
turn 4-land drop, tap everflowing (add 2), pay one for voltaic untap everflowing, tap it again add 2 more, tap an island for vedalken infuser, tap 2 more for another overgrown,
turn 5-land drop, add counter to ever flowing, tap and retap with voltaic for a total of 5, use 4 for harrow, search your mountains, use the rest for what ever
turn 6-land drop, add a counter, tap everflowing and retap, for 7 floating, tap overgrown for 4, floating, tap 6 of ur 7 lands, floating, pay 1 red for fireball, and put all your mana into it, hit for 17 (u may wanna save 3 incase of counters) so 14
turn 7- land drop, play call to mind, retrieve fireball, shoot it off for 12
this deck is not perfect and was built on a tight budget, any suggestions will be rewarded with cookies