A few more notes on the play of this deck:
1. Never cremate a fire eater
just to make your farenheit deal more damage. The fire eater will only yield 9 quanta, at most 2 more damage on your farenheit, it does this much damage per turn alive, and generates fire quanta. However, if you also plan to use a fire lance to finish your opponent, cremating the eater will generate more overall damage in the short term.
2. If a phase shield or other heavy defense is played, and you don't have a spare explosion, you might consider cremating anything in the field you can, especially if you believe your opponent carries ample creature destruction. Its better to get the quanta back now, and "pull in" your offense to be rebuilt once the opp is vulnerable. This is not always a good idea, but if you can recognize when it is, its a useful tactic.
3. This is a rush deck, that means its a race to the finish. If you do not have more health than your opponent,
you are losing the race. You need to at all times overmatch your opponents damage, though once you have, its usually a good idea to hold damage in your hand to burst. Play just enough offense to out damage your opponent. This doesn't apply against opponents with little or no creature destruction (i.e. green mono rush), but these decks are rare, and very easy to beat any how.
4. Against timebow decks, it might seem natural to blow all your explosions keeping hourglasses out of play. If your opp is only playing 1 or 2 of them, then you should. However, if they lay down several hourglasses, then you should either destroy their towers early (providing they only have a few) or if they have both several towers and hourglasses out early, keep your explosions for shields and shards.
5. Suckas love to steal farenheit, whoop-dee-do, it sucks when it gets taken from you, but only another fire deck can make real use of it, usually you should just let them use it, it won't do much damage in a deck that can steal it anyways, wait for them to play their own weapon over it, and destroy that one.
6. Good players make calculations based on your current quanta, and what cards you have in play. Keeping a cremation in hand for the killing blow will throw off these calculations. This deception is a major strength for this deck.
I've tried several variations on the deck, mostly variations that *in theory* provide a valid defense without slowing down the deck. Such as running ray of lights and miracles instead of eaters, or running a mark of death and a couple bone walls (punishing the opp for destroying your creatures). However, even running a couple Shards of Gratitude, a very low cost defense, seems to slow down the deck more than it can handle.
You WILL out damage every other deck in this game in a pure race, nothing does more damage than farenheit and rubies. So long as you have no defensive cards in your deck, you will draw something that helps you kill your opponent with every single card. This is your biggest strength, and any dilution to this concept weakens the deck.