Red Colossus Burn
I've experimented with colossus before, trying to make the whole deck work with colossus so one could get the dream of a sick early 7/7 ranged for 5f.
But alas, it was not meant to be, with my grim guards and brutes, there was nothing threatening enough to force out their removal, so any coloss I managed to stick wasn't meant to last.
So I added cards that technically work with colossus, but are just good in their own right.
Plays similar to combat, build up one side. It's important to double land in some matchups, despite needing 5 lands for hook and baldy. The best spot for a coloss is the land in front, but dont let that stop you from building side t1 with grinder for early collection. Moar faerai = gudd. (also red is good at using large amounts of faeria stored up, so don't be afraid to hoard if you have a good grip of the board)
Early inconspicuous ways to reduce coloss:
(don't let the potential reduction bait you into overextending onto the board or making a bad trade, the coloss is just a finisher, and is perfectly okay for 7-8 when ahead)
TO SPRITE OR NOT TO SPRITE
It provides more pings, but is certainly non essential. There's limited combat support, but if up against yellow it may be worth to swap for heralds of war. If you're having difficulty getting the sprite to line up, it's sometimes helpful to trade for tower or rebel slinger. Slinger can help find a slight bit more burn at the end of a game, also discounts as a t1 collector.
Pinging face gives the deck idea away, but maybe thats okay. Its not often one gets to falcon dive face. But in the case where the opponent game strategy is pretty rigid, it can help get that extra burn in alongside discounts. Best use is to help fill in turns you wouldn't otherwise discount. The goal of the deck is to make optimal tempo plays first, play your 2 ranged cards for cheap later.
laya - command or another bomb slinger - laya is an excellent board control tool / area denial, could try devouring plant as well
baldy - either 3rd coloss or some sort of threat worth nightmaring - however for budget effectiveness I'd recommend going in more strictly burn oriented style, dropping the sprites for rebel slingers. Baldurman is good at forcing the opp to spend resources that they might otherwise spend on coloss. Without baldy you have less things upsetting the opp so much they spend the big removals. That said, you could just commit to the 3rd coloss, probably trying to fit in another tower
hellfire will only work as well as you understand it. if you think all 9 dmg is going to be helpful you are very wrong. if you are expecting to clean up a 5 health creature, be aware you're taking a risk. the best hellfire board is 2-3 minions with a collective health of 5 or 6. Expected value of hellfire is that it deals the 9 damage equally spread between all valid targets, (this is very rough math). Also a good finisher if they try to hoard value in hand. If you recognize they are a heavy health deck (enchant, green, sac, blue jump sometimes) the value you can get from it decreases over time as they turtle by their face.
In conclusion, control the board, chip away at life total, clean up when you can.
And enjoy the satisfying sound of a large ranged minion hitting the field / attacking (thwump)