It seemed like an okay idea. I saw a ton of good zombie cards, and was looking forward to someone finally making a deck based around them. I mean, it's decent. The deck isn't that fast, but the monsters have enough good effects to make up for it.
Now with Stoneforge Mystic being banned, red is a lot more viable than in the past. Not only are some of the red hate cards gone, but there are more powerful red cards.
There is pretty decent synergy with this deck. Ember Hauler and Furnace Scamp are forced sacrifices, so that puts more cards in the graveyard for Grim Lavamancer. Assuming both Furnace Scamp and Ember Hauler attack, Ember Hauler is sacced, and Grim lavamancer does his business, a fair amount of damage can be done with a small amount of mana.
As for Goblin Grenade, I am only running 8 Goblins. Replacing Furnace Scamp with Spikeshot Elder seems appealing, but I like Scamp's synergy with Grim Lavamancer.
Dismember is not burn and does not work with Shrine, but it is a great way to remove big guys, and get around protection from red. It is a great defense against Phyrexian Obliterator.
Well, this is about the best I could come up with. The only change I would make is running 22 lands as opposed to 24, and probably putting in some more burn or more goblins. Have a nice day
Still debating on whether Arc Trail is a better fit in the sideboard or main board. It's one extra mana than Burst Lightning, but it clears away twice the blockers.
As weird as my land base may seem, the manlands were sometimes the determining factors for whether I won or lost. Swinging for 3-4 damage whenever I was losing steam was a great game saver. Also, black opens up my sideboard to prot red answers.