I ladder with this deck, but am posting it in case anyone is looking to head to the Grenadin Cookout on theme and in style.
I ran it four times since it has come out: 4-3, 5-2, 5-2, 6-1.
Each grenadin does two things -- beats and whatever happens when it comes into play. Super resilient against 1-to-1 removal. Your job is to figure out how to best count to 25, and do it faster than your opponent can. This sounds easy, but it isn't always. This deck can really teach you about using life as a resource, and how to play to your outs.
Those outs happen faster when you are drawing two a turn.
The only deck you are not the beatdown is probably Skycraggro -- and even that depends on your draws. That said, one you get them down to about 13, you should be looking for how to make sure you can deal that damage. Is it turn four merchant into torch to remove a blocker into attack? merchant turn four into Obliterate on turn five? Hold disassembler until you are attacking with five grenadin messing up the math they are trying to do?
Let me know if you have any questions or are confused by any of the card choices.
I do like red rush decks but this seems to be missing some of the crazy Charge units that have come into the game recently. Do you not have issueds with stalling out or struggling to get damage past large units?
This doesn't play the same as those red rush decks, you are correct. There's incremental advantage you are gaining all of the time -- two of the most important cards in the deck are Disassembler and Factory Quota. Both of these cards allow you to get the final damage through, depending on what type of deck you are playing against.
You aren't trying to get one creature through for lots of damage. Instead, you want to make sure that each card you DO play deals about three damage. Give or take. More is better. There will be stalls at turns five and six, but your goal is to continue to push one damage here, one there, end with Obliterate or Longbarrel on an unsuspecting blocker.