Whenever you cast a Spirit or Arcane spell, you may gain control of target creature with that spell's mana value until end of turn.
Cast cheap Spirit and Arcane spells (especially flexible-cost ones) to repeatedly steal opponents' creatures matching the spell's mana value, then use those borrowed bodies as attackers or fling/sacrifice fodder before the turn ends. You build a Spirit/Arcane shell that grinds value while Kirin chips in the air, ultimately converting stolen creatures into damage or combo pieces. Tune your spell costs so their mana values line up with the best targets on the board.
Repeatable, mostly free threaten effects every time you cast a Spirit/Arcane spell
Flying evasion lets the commander pressure life totals on its own
Mono-red gives access to strong ritual/impulse-draw support and easy sacrifice payoffs
Steals scale with mana value, so X-cost and flexible Arcane spells can grab almost anything
Effects only last until end of turn, so you need outlets to permanently profit (sac, fling, attack)
Narrow tribal/spell base limits raw card quality compared to generic red decks
Heavily commander-dependent; removal on Kirin shuts off the engine
Mono-red struggles with card advantage and lacks interaction outside burn
Repeatable token engine to build a board that backs up your stolen attackers.
Add efficient sacrifice outlets (Ashnod's Altar, Goblin Bombardment, Carrion Feeder) and fling effects to permanently capitalize on temporary steals, plus rituals and impulse draw (Wheel of Fortune, Jeska's Will) to keep casting triggers. Splice-onto-Arcane cards like Glacial Ray and flexible X/variable-cost spells let you hit any mana value you need; protect the commander with Lightning Greaves and red's blink/recursion options.