I'm still debating lots of different openings for her. I don't like a straight up Lord of Fire rush because she's so much more fragile than the Arraxian Crown Warlock.
I'm tempted to try something along the lines of:
Turn 1 (19): Mana Crystal -> Mana Crystal (9)
Turn 2 (20): Leather Boots -> Leather Gloves (16)
Turn 3 (27): Lord of Fire -> Ring of Curses (1)
That gives me enough of a channeling base to follow up with a much stronger late game than an Adramelech rush, while still putting my opponent under pressure decently fast. I may be able to play Pentagram on round 5 or 6, though I'll need to see if I can get the timing for that to work properly.
I'm a little skeptical of Infernian Scourgers, as they're less resilient than Timber Wolf or Orc Butcher for the cost, and the counterstrike ability is much better on creatures tough enough to live long enough to make mutliple counterattacks.
For how dependent on fire attacks you are, you have very few ways of dealing with equipment. I would run at least 3 Dissolves and probably 2 Disarms. I even plan to run an Explode to bring my anti-equipment cards up to 6.
If you want to try a swarm opening, I would advise running quite a few Wildfire Imps. I've been struggling with the best way for her to open with that type of style, since she takes longer to get a strong channeling base than many mages (Pentagram is harder to get going in the first 2 rounds than Lair or Gate to Voltari) and she doesn't have tools to make playing creatures more efficient like Ring of Beasts, General's Signet Ring, or Death Ring.
You could try something like:
Turn 1 (19): Pentagram -> Harmonize (1)
Turn 2 (10) [2]: Firebrand Imp -> Leather Boots -> Fireshaper Ring (2)
Turn 3 (11) [2]: Firebrand Imp -> Leather Gloves -> Ring of Curses (4)
Turn 4 (13) [2]: Wildfire Imp -> FD Marked for Death -> Lash of Hellfire (0)
Turn 5 (9) [2]: Reveal Marked for Death -> Disarm -> attack -> teleport Wildfire Imp (4) [3-4]
That will of course depend heavily on what your opponent does, but the idea of playing a few Firebrand Imps that move forward to join your mage from an early Pentagram while equipping your mage with some armor and enough offensive power to be a real threat seems reasonable. Then you can switch into Wildfire Imps to keep the pressure on. Mostly you'll need something tougher than the imps that represents a credible threat.