I must be missing a lot of things, because I don't see how your deck works.
Garrison and its tokens don't improve the power of Vile Aggregate
Kozilek's Return's triggered ability can't trigger. If it could, it would wipe out your board. The front side wipes out your Garrison tokens.
Delirium seems unlikely. You have 21 land and 16 cards that get you land for only 23 cards that do anything.
Ruin ramps you if you have a Wastes in play, but there are only 8 cards that benefit from the ramp.
If you want to play Garrison, there have been multiple RW Humans decks that have been successful at the highest levels of competition that you could get ideas from. Garrisons are even featured in the Boros Human Burn thread. They have also been featured in some R Midrange and aggressive decks, but I am not as familiar with them.
Edit: oh. I get it. You want to meld Garrison. The deck makes more sense. I think you would be better with a deck that had a greater variety of threats including the meld possibility, rather than being so all-in on a fragile threat. Having played Garrison extensively in Naya and 4c humans, I love the power, but it just dies without protection or a variety of other potent threats.
I must be missing a lot of things, because I don't see how your deck works.
Garrison and its tokens don't improve the power of Vile Aggregate
Kozilek's Return's triggered ability can't trigger. If it could, it would wipe out your board. The front side wipes out your Garrison tokens.
Delirium seems unlikely. You have 21 land and 16 cards that get you land for only 23 cards that do anything.
Ruin ramps you if you have a Wastes in play, but there are only 8 cards that benefit from the ramp.
If you want to play Garrison, there have been multiple RW Humans decks that have been successful at the highest levels of competition that you could get ideas from. Garrisons are even featured in the Boros Human Burn thread. They have also been featured in some R Midrange and aggressive decks, but I am not as familiar with them.
Edit: oh. I get it. You want to meld Garrison. The deck makes more sense. I think you would be better with a deck that had a greater variety of threats including the meld possibility, rather than being so all-in on a fragile threat. Having played Garrison extensively in Naya and 4c humans, I love the power, but it just dies without protection or a variety of other potent threats.
Yep. Oh okay, I'll take a look at putting in more big creatures to ramp into.
More big creatures seems like a conventionally powerful approach. If you want to try something more unconventional, you could also mess around with things like Hedron Crawler, Primal Druid, Wild Wanderer, Foul Emissary and G Emerge creatures. It wouldn't be hard for you to splash U, either, given all the land fetching effects. U and UG offer more Emerge creatures.
4 Wastes
3 Mountain
4 Hanweir Battlements
2 Aether Hub
4 Game Trail
4 Attune with Aether
4 Ruin in Their Wake
4 Harnessed Lightning
4 Sylvan Scrying
3 Kozilek's Return
4 Hanweir Garrison
4 Vile Aggregate
4 Reality Smasher
Edit: oh. I get it. You want to meld Garrison. The deck makes more sense. I think you would be better with a deck that had a greater variety of threats including the meld possibility, rather than being so all-in on a fragile threat. Having played Garrison extensively in Naya and 4c humans, I love the power, but it just dies without protection or a variety of other potent threats.
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.
Yep. Oh okay, I'll take a look at putting in more big creatures to ramp into.
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.