The gameplan is the same as any aggro, albeit I experimented with the late game potential of mono fire.
If you find yourself in the late game the deck could end the game with Siege Train +
Touch of Force. But if you also have a Flame Blast in your hand while casting ToF in a lot of cases you end the game there. The opponent (short of life gain and a counter spell) can't do much against a Flame Blast with Double Damage when you have 5 or more power.
Flash Fire is another good target for Touch of Force.
Eclipse Dragon is included for the same reason Siege Train and Touch of Force is included, but since it has charge and is an evasive unit the game could end the turn it sticks. If not you still have some gas left if you can hold off until you draw your two card combo or swing over their other units with Siege Train.
A minor note: in this deck, when summoning Siege Train, I've found that the most useful mode is the burn spell, at least generally because you're more concerned with burning the opponent down in the late game than trying to smash face with units (albeit it's still possible to pull off a late game win with units by using Siege Train and Eclipse Dragon, and if possible Teething Whelp).