In the early game, the deck is essentially based around Rage Forger's mechanic of attacking creatures doing 1 damage to your opponent in addition to regular combat if they have a one +1/+1 counter on it. The vast majority of the creature cards are Elemental Shamans, so the idea here is to get ~3 of them out before playing a Rage Forger (which I can search for using Flamekin Harbingers) to start exploiting that within the first 5 turns ideally.
In addition, Cinder Pyromancers will be super helpful if I can get at least one out early, Brighthearth Bannerets make creatures cheaper, Stigma Lashers can be incredible against life-gain focused decks and can be used with Skullcrack as a fallback, Ashling the Pilgrim can be either an ever-growing creature or a boardwipe which is an interesting duality, and lastly Nova Chasers can be used to hammer away at the opponent with reckless abandon for very little consequence thanks to the Champion mechanic.
Obsidian Fireheart could really shine in the later game once I've got a good manabase to start putting blaze counters out on my opponent's lands, and Koth of the Hammer is complimentary in virtually every way with his land focused abilities.
The noncreature spells are primarily for keeping my attackers around, countering opponents' attempts to heal/mitigate damage, and for scrying through my deck to control what comes up next. Since Rage Forger's mechanic procs on attacking, not hitting, the idea here is to keep my attackers alive for renewed assault, Dolmen Gate being the enabler there. The instants can also be used defensively as I anticipate a lot of tapped creatures after my turns.
Essentially the name of the game is lots of small damage over time, followed by quick and unexpected executions either through Banefire or Nova Chaser.