Right now the book is a bit unfocused strategically. That's partially because of the limited card pool you've got, and maybe also because you haven't played with it a ton to see what you don't end up casting much?
If you're dedicated to full agro you're not going to have much time for casting and protecting Fellella. Summoning creatures is hard in an agro book because it requires you to stand still, and who wants to do that? If you really want an extra action generator, I'd recommend Battle Forge because it's only a quick spell so you can play it on the first or second round while you're moving into position.
If we wanted to steal a page from the first really successful agro book, PiousFlea's Bashcon winning Lord of Terror, your full agro opening could go:
0. If possible, chose to give your opponent the Initiative marker for the first round. You want even-polarity initiative, so you can hit on round 3, then again immediately on round 4.
1. (19) Move twice to Near Center. Enchant yourself with [mwcard=MW1E05] Cheetah Speed[/mwcard]. (17)
2. (26) Summon [mwcard=MW1C07] Cervere[/mwcard]. (11) Summon a pet [mwcard=MW1C04]Fox[/mwcard] (4).
3. (13) Quickcast [mwcard=MW1J02] Animal Kinship[/mwcard] (5). Reveal [mwcard=MW1E05] Cheetah Speed[/mwcard] (2). Move Twice with Fast, and if the opponent hasn't spent 3 rounds cowering in the corner, hit with your personal 5 die melee attack, ignoring any guards via your new Elusive trait. Bring in Cervere. That's another Fast 4 die attack with Elusive. Bring in the Pet Fox. That's another Fast 5 die attack. This one hasn't got Elusive, but I think that's probably ok. Marvel at the 14 dice of attacks you've thrown across the board on round 3. But do it secretly. Let your opponent know that you've done it before and will do it again.
4. (11) If you managed to set it up so that you get initiative this round, Jinx your opponent during the Quickcast phase. Maybe do it anyway, even if you didn't. (8) If that works, just hit again. It's ugly but it's useful. Doing another 14 dice of attacks will really end the game quick, and you and your creatures are surprisingly hard to run from, what with being fast and all.
5. (17) By this point, the game should have started to stabilize a little. Your opponent has some Armor or a Healing spell or something. Maybe your Fox is dead or Cervere is Banished. Lots of options. But if you've managed to hit with most of those 28 dice, it probably doesn't matter. [mwcard=MW1A04] Fireball[/mwcard] (9). [mwcard=MW1A04] Fireball[/mwcard] (1). Did I mention that you play [mwcard=MW1A04] Fireball[/mwcard] now? ;)
6. (10) Since you've got Initiative again, [mwcard=MW1I24] Seeking Dispel[/mwcard] then [mwcard=MW1A04] Fireball[/mwcard]. (8) (0)
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Now that your spellbook is capable of a really dangerous Full Agro opening, you can bluff and double bluff other options. But you need the great fastball before the changeup works.
Options for changing it up:
Obviously, your slower-and-steadier play is to get that 2nd Animal Kinship into play. That's when the Reptile and Bear modes are better, because you can stack Armor and use Tough to keep it from getting acid-washed, while your opponent has to deal with the Spitting Raptor's loogies. Eww.
You've already got Acid Ball and Rust, so those make good additions too. Dissolve is obviously powerful, as is Teleport. If you're playing Battle Forge, the Tough will help protect that armor from acid, too. Accumulating Equipment is slightly slower on the opening, but you get more mana and more toys. If you go that route, you may consider Purify, for getting rid of Weak markers, more Dispels for getting rid of Force Hold, and more Teleports for getting rid of Tanglevines.
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If you ever get Forcemaster vs Warlord, btw, replace or supplement the Fireballs with Hurl Boulder. Less susceptible to being hated on by Elemental Cloak and Dragonscale Hauberk.