Menace (This creature can't be blocked except by two or more creatures.)
Whenever Lightning deals combat damage to a player, exile the top card of your library. You may play that card for as long as you control Lightning.
Lightning is a mono-red impulse-draw aggro commander: get her connecting early (often with menace plus evasion buffs), exile cards off the top each combat, and turn that card advantage into a relentless aggressive stream. You curve out, attack, and snowball the extra cards into more threats and burn until opponents are dead.
Generates repeatable card advantage in mono-red, the color most starved for it
Cheap 3-mana body that comes down early and pressures life totals immediately
Menace makes her hard to block in the early game
Pairs naturally with a low, aggressive curve so exiled cards are easy to cast
Card advantage stops the moment she dies, and she's a small, easy-to-kill target
Exiled cards must be played 'while you control Lightning,' so removal strands your gains
Mono-red lacks strong interaction and struggles to break through go-wide blockers without evasion enablers
No built-in protection or recursion; relies on the deck to keep her alive
Pings opponents off your token and artifact triggers to push reach for closing games.
Lean hard into evasion and protection—Lightning Greaves, Swiftfoot Boots, and Whispersilk Cloak keep her connecting and alive. Add efficient impulse-payoff cards and rituals (Underworld Breach, Birgi, Jeska's Will) to convert exiled cards into explosive turns, and tighten the curve so everything you flip is castable. Top-end haymakers like Embercleave plus reliable unblockable enablers turn the card advantage into fast, repeatable kills.