I like where the deck is at! One general note is that I think the first ability of the comamdner shoudl be the focus, dice roll cards are all kind of bad and its easier to build a good dragon deck with direct damage synergy and only use the good dice roll cards as gravy.
I agree with all od Justin's sugestions, except I would (1) leave in
dragonmaster outcast, with green land ramp this has a lot of upside for 1 mana (5 power and dragons are both relevent stats in this speciifc deck), and (2) not cut
Magmaquake - I agree
pyrohemia is better - but we want many copies of this effect (see above - I think damage, not dice, should be the focus)!
Also - don't cut
Component Pouch! This shitty 3cmc rock is actually pretty great with this commander.
Here's what I would cut:
Commander's Sphere Gruul Signet Reckless Endeavor (too expensive – no treasure synergy)
Maddening Hex (this isn’t letting us roll dice – and as far a damage there’s really no synergy with this deck)
Hoarding Ogre (just bad – 4cmc - no haste – going to attack once and probably die)
Barbarian Class (we’re not actually rolling many dice)
Chain Reaction (only if adding
Blasphemous Act, which is better, otherwise it’s fine - the issue with bioth is that we can't control the amount of damage)
Earth-Cult Elemental (too expensive for one dice roll – also not a dragon)
Indomitable MightOpportunistic DragonSkyship StalkerAdd:
FarseekKodama’s reachGoblin AnarchomancerEarthquakeMagmaquakeLathliss, Dragon QueenDrakuseth, Maw of FlamesBlasphemous ActRhythm of the WildGoblin Bombardment (I think the 5/4 token’s ability goes on the stack after damage, so you can just sac it to this in response and make a new 5/4! – SPICEY!!)
Dragonmaster OutcastAnara, Wolvid FamiliarUtility Lands – can any number of
forest/mountains for something with upside.
Skarrg, the Rage PitsSpinerock KnollTyrite SanctumBonders' EnclaveKhalni Ambush // Khalni TerritoryKazuul's Fury // Kazuul's Cliffs Crucible of the Spirit Dragon