Red Deck Wins - RDW
Inkmoth Nexus - A manland. Seeing as it has infect, it isn't all that good at killing opponents (although in certain situations it can), but it can shrink an opposing guy permanently (or just into Incinerate range) and since it's an artifact, it can help you turn on Galvanic Blast, should you choose to run it.
Ghost Quarter - Nonbasic hate. It's not great against dual lands as your opponent will just get whichever basic he needs most, but it can be efficient against a utility land.
Kessig Wolf Run - Gives your guys some extra power to push through in the lategame. A very powerful card. Requires you to splash green.
Stensia Bloodhall - Gives you reach in the lategame when you're in topdecking mode. 2 or 4 points of life means a lot in the lategame. Requires you to splash black, which is harder than green because you don't get Ancient Grudge in black. =/
Rootbound Crag/Dragonskull Summit - These lands are the ones currently favoured to produce off-coloured mana. The enemy coloured ones in Innistrad work as well, should another splash colour be favoured.
Copperline Gorge/Blackleave Cliffs - Another option when splashing a colour. They can produce coloured mana t1 regardless of whether you have a Mountain in your hand, which makes it easier to run more utility lands. It's risky, though.
Something to note is that most RDW players dislike having much more than 6-7 lands which don't produce red on turn 1. Missing your 1-drop can really stumble you up.
Reckless Waif - Another 1-drop - good against control. Still, a bad topdeck lategame.
Furnace Scamp - Decent 1-drop. Also a pretty bad topdeck lategame.
Spikeshot Elder - A powerful 1-drop. It has a powerful ability lategame - depending on the meta - but early it's pretty much just a 1/1 for .
Grim Lavamancer - Another powerful 1-drop. After the rotation of fetch-lands, the ability is mostly good lategame, though, which often makes Lavamancer a 2-of.
Goblin Arsonist - Another choice for a 1-drop. Good with Goblin Grenade. Trades with x/2's.
Goblin Fireslinger - Yet another choice for the 1-drop slot. Basically an unblockable 1/1 with pseudo-vigilance. Good at triggering Bloodthirst.
Stormblood Berserker - Great 2-drop. Can easily be kept unblockable by utilizing a little burn.
Ashmouth Hound - Your other 2-drop, should the need arise. A solid creature.
Chandra's Phoenix - Very good when your opponent plays Timely Reinforcements, which pretty much everyone does. Also gives you a bit of lategame reach via the recursion.
Hero of Oxid Ridge - If not for Timely Reinforcements, Koth would generally be better. Because of Reinforcements, though, 2-3 of these are pretty much needed.
Incinerate - Your bread and butter burn spell. Efficient.
Brimstone Volley - A very powerful burn spell.
Volt Charge - Another powerful 3cc burn spell. An absolute beating with Koth of the Hammer, but also works quite well with Shrine of Burning Rage, Stormblood Berserker and Stormkirk Noble. The main problem is finding room for Brimstone Volley, this *and* Chandra's Phoenix in the same list.
Arc Trail - Solid 2-for-1. Great against aggro decks and anything relying on mana dorks (Birthing Pod for one).
Shrine of Burning Rage - Very, very powerful reach. Play four.
Geistflame - Takes care of an early 1-drop - either in the aggro mirror or against someone playing mana dorks. Then deals an extra damage if you're ever in topdeck mode - which, incidentally, brings back Chandra's Phoenix. It's decent.
Gut Shot - Has the potential of killing an opposing 1-drop without losing tempo because you can still play a threat yourself. In a metagame where it can kill a lot of things (any RDW 1-drop or any mana dork - both of which are extremely important - along with Snapcaster Mage, Azure Mage and others), it's pretty useful.
Shock/Galvanic Blast - 1cc burn spells which deals 2 damage are rarely playable. These are often dismissed in favour of Geistflame or Gut Shot. Few want to run more than 4 burn spells which can't deal more than 2 damage total, though, so choose wisely.
Devil's Play - Sometimes a 1-of. If you draw it late, it can be devestating.
Dismember - Great against midrange decks. If you're splashing a bit of black, it's even more useful in the mirror, where Vulshok Refugee often win games outright.