You should probably run more lands, at least 3-4 more. Inkmoths are definately great if you have the money.
I would cut the creature enchantments and maybe even the equipment, having more of them then actual creatures is silly and sets you up to lose to a removal spell. Something like Duress might be nice for that. Also Mutagenic Growth is kinda nice with livewire lash, if you really want some pump.
Necropede s are really great, probably better then the stingers, but you might want to end up running more guys anyway.
But he raises a good point, the 3 extra lands are important and you want more creatures in all honesty.
Hand of the Praetors can be effective for when you are popping out a few cheap critters with Infect (also stacks nicely with Phyrexian Metamorph to give them lots of counters without even needing to attack)
100th post 29/01/12 500th post 19/05/12 1000th post 19/07/12
How many planeswalkers does it take to screw in a lightbulb? Spoiler:Show
Better question, what does Nicol Bolas want with the lightbulb?
The alternate cost of Blazing Shoal requires you to remove a card from your hand ( Progenitus and DragonStorm were common targets). I'm not sure mono- offers the same level of library manipulation as mono- (you lose Muddle The Mixture , Peer Through Depths , Ponder , Preordain , etc, etc) which means you'd be sacrificing reliability (as it becomes much harder to connect after the first 3 turns). As a whole, I wouldn't try Mono- Blazing Shoal
I think I have myself a deck with nice tempo and aggressive unexpected damage to stun if not defeat my opponents. Kudos to the Mutagenic Growth tip, it's ridiculously good guerilla damage and keeps a fast tempo that I need.
This is all I have so far, an answer for graveyard players, an answer for Solar Flare, and a small answer to Wolf Run/ any ramp or late game variant. Though it's only 2.