Green has a lot of ways to get gold, and very few ways to draw cards (Young Treant and Midori ult are the only card draw abilities in green, although you could argue Feral Strike does a similar thing). So when I went down to 0 cards T4, I thought I was doomed, the only thing keeping me alive was Cal constantly fetches cards from my codex so I didn’t always need to play cards from hand.
I was very over invested in Cal, most of my techs where her spells, I hadn’t teched a single tech 2 unit, so feral strikes was my win condition before I built my tech 3 (and then I would have only had a chance to draw a TRex after my reshuffle T7.
Personally I’m not very good at red, nor do I have the mind set required for it (it is known as one of the most difficult colours [along with blue] for a reason). But I believe the strategy is built around winning more (or Gunships, they beat most things), a lot of their units are really good when attacking, but poor on the defense. Red always seems like it wants to be on the offensive, (which is can be often if it invents cards etc in the early game).
You seemed like you wanted to go the more controlling game (Fire Tech 2, early max band Jania) but you invested a lot into Jania (both gold and techs), who then could be sniped by Cal, removing a lot of your options, including the ability to punish me for dropping down to 0 cards for that play (although you did keep me at basically 0 cards for the rest of the game). Controlling game play styles are a lot harder, as you need to tech the answers to what your opponent is planning, before they execute them, seeing my not build a tech 1 T2 means I am likely to go hero heavy, so either going heavily aggressive in units to kill my vital heros or anti hero spells (like flame arrow) to punish those plays were needed.
EDIT: I would say your turn by turn decision making is good, but your tech plan is what is letting you down.