Creatures:

2 Drops:

-Fleecemane Lion: Very strong undercosted beater with potential lategame upside.

-Sylvan Caryatid: Early wall vs aggro and a solid ramp/mana fix card in a tri-color deck.

3 Drops:

-Loxodon Smiter: Can't be countered, is a 4/4 for 3 mana and potentially hits the board due to thoughtseize.

- Boros Reckoner : Solid Card in nearly all scenarios.

4 Drop:

-Ghor-Clan Rampager: Basically played bloodrushed for RG in most cases, but if i desperatly need a creature on board, it still is a 4/4 for 4 + trample.

5 Drop:

- Stormbreath Dragon : Figuring if i want to play 2 or go up to 4. This stops Blood Baron of Vizkopa and has the potential to be a 7/7 later on.

6 Drop:

-Aurelia, the Warleader: When she hits the board, the game will most likely be over for the oppoment.

Other Spells:

-Boros Charm: Direct damage is allways useful; protects vs mass removal; double strike on a bloodrushed creature can hit very hard.

-Magma Jet: Mainly there to help me topdeck better.

- Domri Rade : Good Cardadvantage tool + Removal if needed. His ultimate is something that nearly never happens, but if it does, i should have won allready anyway.

-Xenagos, the Reveler: A 2/2 haster every turn is nothing to scoof at. In the worst cast you use them as chump blockers. His +1 can be useful in some cases, if i want to flood the board, or have sideboarded in the clan defiance vs control.

Sideboard:

-Scavenging Ooze: Helps to survive vs aggro decks, also removes annoying cards like Elixir of Immortality from the graveyard.

-Clan Defiance: Useful vs some matchups that go into mid/lategame. Helps me vs Bloodbaron, which can be a pain in the ass and hits for a lot of damage later on.

-Mizzium Mortars: Kills Loxodon Smiter and Blood Baron of Vizkopa and later on swipes the board.

-Pithing Needle: Standard vs Planeswalkers(control)

-Ruric Thar, the Unbowed: Control decks hate this guy, also burn decks or mono black.

-Warleader's Helix: Mainly against aggro matchups, since i play a lot of shocks. Kills most of their dudes and gets me back 4 life which is allways helpful.

-Skullcrack: Against U/W and Esper control. Such a good card. Also works vs brave the elements.

Lands:

-Temple of Abandon and Temple of Triumph: The scry is just really key. I don't want to get flooded with to many 2 drops after a certain stage and i also might need the extra land.

-Stomping Ground, Sacred Foundry and Temple Garden: 12 Shocks are a lot and will hurt vs aggro, but they are key for efficient creature curving.

-Forest: The 4 forests are to guarantee for the safe turn 2 Sylvan Caryatid.

I hope you like what you see. I will report back how the first FNM went with this deck.

Suggestions are appreciated.