First I want to say thank you. It's good to get questions form someone who has actually played the deck. I am actually amazed to heat Dragon Stompy runs SSG, as perusing the thread here, it is completely dismissed at every turn.

Card disadvantage is not a worry with this deck. All of it's threats are significant. Hellbent makes them immediate win conditions. You always have to force your opponent to deal with them, so I would always go 'bent if it is a decision between that, and holding cards. Along with that, 'kenisis is one of the only instants. Combat tricks are few in this deck, so not only the actual removal, but going 'bent at instant speed far outweighs the card loss. I was actually worried about having to pitch two Red cards, but I found that 'kenisis was always boarded in for artifacts, which evened out this.

Faeire Stompy's manabase cannot consistantly support it's cards. Period. If the deck had one more good creature, and a Blue accelleration spell, it would be Tier I for certain. Without both, I can't see it being as good.

To be honest, mulliganning is the only gamble I felt with this. The deck does not need card drawing. It's cards are all excellent individually, and Hellbent is king. Emptying your hand to get 'bent is a gamble, but a calculated one. For an Aggro deck, startegy is far more important than tactics here. You need to plan both your, and your opponent's gameplan several turns ahead. All decks want this, but this is where you lessen the gamble. If you are reasonably certain that going 'bent will win the game before they can punish you for overextending, you do it every time. You can usually use Chalice, Magus, and 3Sphere to protect your threats well enough if planning accordingly. The addition of Demonfire allows a measure of comfort against Control decks that actually can deal with all of your threats.

If I wanted to add anything, it would be Top. I don't need draw, or even filtering. But knowing the next draw or two can drastically affect decisions in this deck; far more than others. I lost one game when the only card in the deck I could draw to lose was my second Jitte. Casting it would give Hellbent, but my opponent could counterattack for the win. Not casting it let me play D, but my offensive was halted. even delaying that for one turn is a major advantage. One reason I'd never run more than two Jitte.