At the beginning of your upkeep, each player exiles cards from the top of their library until they exile a nonland card. An opponent chooses a nonland card exiled this way. You may cast up to two spells from among the other cards exiled this way without paying their mana costs.
You grind value off the top of every library each upkeep, casting up to two free nonland spells while only handing your opponents one card back. Build a deck stuffed with high-impact bombs and minimize lands so the spells you steal are maximally explosive, then bury the table under back-to-back free haymakers. The game is a snowball: each free cast advances your board, your mana, or your hand until you simply overwhelm everyone.
Generates massive card and tempo advantage every single upkeep without spending mana
Can cheat enormous mana-value spells and creatures into play for free
Symmetrical exile hits opponents too but you choose the lion's share of value
Mono-red consistency makes the manabase trivial and cheap to assemble
You don't choose which cards you steal, so results are random and sometimes whiff
Opponents pick the best card to deny you, so your biggest bomb often gets gifted away
Mono-red lacks reliable card draw and struggles against heavy enchantment/artifact-based hate without prep
Commander is a 5-drop that does nothing the turn it enters and dies to removal easily
Burst ritual and card draw that powers out your manual casts to complement the free triggers.
Lower your land count and load up on high-value, splashy nonland cards so every free cast matters, while adding rituals like Jeska's Will and Birgi to convert triggers into mana. Add fast mana (Mana Vault, Jeweled Lotus) and tutors to find Underworld Breach for combo finishes, and include protection like Deflecting Swat to keep the commander alive. Finally, run cantrip-light card selection sparingly and lean into payoffs like Maddening Hex and extra-combat effects to close before opponents stabilize.