It is more of a creature deck but acts as though a fight club burn deck
4 {Goblin Guide}
4 {Experiment One}
4 {Burning-Tree Emissary}
4 {Keldon Marauders}
4 {Kird Ape}
4 {Flinthoof Boar}
1 {Grim Lavamancer}
2 {Sword of Fire and Ice}
1 {Sword of War and Peace}
3 {Domri Rade}
4 {Lightning Bolt}
3 {Skullcrack}
4 {Stomping Ground}
4 {Arid Mesa}
3 {Misty Rainforest}
3 {Karplusan Forest}
1 {Kessig Wolf Run}
4 {Copperline Gorge}
1 {Forest}
2 {Mountain}
Well my opinion of that deck is too many lands that can be destroyed
A lot of azorius removal spell and esper removal spells are non BASIC lands
So only rocking 3 basics is kind of dangerous
But i take it you dont run standard being that there's zendi and inni
Im just not sold on experiment 1
Might want to cut 2 experiment one for 2 {mutigenic growth}. They can save your creatures from bolts and sometimes {dismember}.
I'm not sold on the swords or domri.
This deck wants to win as fast as possible, so every turn is spent casting creatures or removing the opposing creatures. I would add in more burn.
Also you could add in {Ghor-Clan Rampager}, it's a great combat trick. I believe you also run too many lands. I run 18-20 lands in my RG deck, without fetches. You have fetches, so your mana is naturally more stable. If you're interested, I can provide links to discussions pertaining to this deck
Let's keep in mind that this deck list is over a year old.