Llanowar Elves
Orcish Lumberjack
Kird Ape
Faithless Looting
Lightning Bolt
Basking Rootwalla
Birds of Paradise
Fauna Shaman
Lotus Cobra
Kavu Predator
Tin-Street Hooligan
Punishing Fire
Flinthoof Boar
Burning-Tree Emissary
Chandra's Phoenix
Squee, Goblin Nabob
Pyrewild Shaman
Vengevine
Bloodbraid Elf
Ghor-Clan Rampager
Hellrider
Thundermaw Hellkite
17 Lands
Taiga
Stomping Ground
Wooded Foothills
Mountain Valley
Grove of the Burnwillows
Rootbound Crag
Karplusan Forest
Raging Ravine
Kessig Wolfrun
Treetop Village
4 Mountains
3 Forests
Low burn counts also make Chanrda's Phoenix worse and with no way of tutoring up any part of the Punishing Fire Burnwillows combo and a high chance you will need to aim burn at dorks not faces it is far from at its best in the deck although still worth playing unlike the Pyrewild. With Vengevine being my most abusive monster to quickly recur this seems like one of the best decks for Burning-Tree Emissary as it allows some of the most convenient and fast free Vengevine off a turn one Faithless Looting. Emissary is one of those cards that when optimal is really quite effective yet when picked up late in the game is highly disappointing much like Steppe Lynx. I am much happier playing it in this deck than I would be in decks without the discard options this has as I can easily get shot of it when it is a weak bear. Orcish Lumberjacks is a card I always ram into red green beats decks and sometimes even into Zoo decks even when the mana base is not optimally suited for it. Despite only really having seven things to sacrifice I am happy running the Lumberjack for much the same reasons as the Emissary, in fact it is so abusive when you get a good draw for it that it is worth it any way. It means more I can make the most suitable mana base and not worry about making my Lumberjack unplayable.
With this deck potentially going a bit later into the game due to Survival of the Fittest gimmickery I decided to risk the Kessig Wolfrun, a card I often lose to but can never seem to get working well for me. Normally I favour early game consistency that late game reach and value in decks where I plan to win most of my games with early game tempo. I was however worried that the slight reduction in threats and tempo to accommodate the Survival would mean I needed that little bit more to force through wins. Many of my red green builds have two or three five drops that really help end games like Overrun, Wolfir Silverheart and Thragtusk and this list simply didn't have the room for them making Wolfrun more appealing, certainly far more worthwhile than Pyrewild Shaman!
Overall the deck worked very well, I easily found my Vengevine, put it in the bin and recurred it by turn four, usually along with another beefy four drop haste dork. Although you do lose a small bit of tempo the turn you spend mana making Survival or tutoring for guys however you seems to regain it the following turn with even more power than other builds usually output. When you don't draw the engine bits the deck is simply a very consistent and powerful beatdown deck. Squee is perhaps the most cuttable card after Pyrewild as it really does very little without some of your engine cards. After the Vengevine (complete with Freewalla for half teh trigger) you don't really need to abuse the Survival effects that much.