You have some terrible card recomendations here. Flunkies? Do you have any idea how easy it is to make this guy a dead CREATURE. They just need to kill off your other guys until his 3/3 body has been rendered obsolete.
Evolving Wilds is bad tempo. A Mountain that comes into play tapped should not be used.
Dangerous Wager shouldn't be used in RDW. We don't use CA, we use Virtual CA. Virtual CA is all our stuff is useful early and we keep pressure up rendering many of the cards in their hand 'dead'.
Rings of Valkas does nothing on it's own and takes up a turn just to play it and then adds 1 cmc to any creature you want to haste. It actually slows you down by playing it. The pump is nice but again, it ate up a turn you could have played a creature. Equipments are rarely, if ever, used in RDW. Same goes for enchantments. Furor is an exception because most removal is sorcery based, and the +2/+2 makes for a sudo-Pillar. Pike also is too slow.
Reforge isn't worth it. You have little control over when to spin the Wheel for cheep, and for 5 the effect isn't worth it. When you hit 5 mana, you should have drawn enough creatures to keep up pressure that you don't need to dig for more.
Dual Casting? Really? Might be fun for burn.
Fervor might be reasonable but look at our solid creatures. They all have haste already, except the 1-drops. You don't need to spend 3 mana to make your turn 1/2 plays faster.
Plunge shouldn't be run. It's card disadvantage. You burn up 2 cards just for some more mana. The creature you just sac'd has more value than an extra
for your mana pool.
I could go on but I'll refrain from posting a wall of texted. I wrote up a decent primer for RDW in the tournament center thread for it.
Also, when making a huge post like your first, please, use the sblock tag to make the post more manageable.