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.