Whenever Velomachus Lorehold attacks, look at the top seven cards of your library. You may cast an instant or sorcery spell with mana value less than or equal to Velomachus Lorehold's power from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
Velomachus is a 7/7 flying, vigilance, haste threat that you slam down and swing with the same turn, cheating a free instant or sorcery (MV 7 or less) off the top seven each combat. You leverage its huge body and free spells to chain big sorceries, extra combats, or game-ending haymakers while applying immediate Voltron pressure. Win by snowballing free spell value into extra attacks and oversized damage.
Immediate impact with haste and vigilance, attacking the turn it lands
Free spells every combat generate enormous tempo and card advantage
Flying makes connecting reliable, and vigilance keeps you safe on defense
High power lets it cast nearly any instant or sorcery for free, including extra-turn and extra-combat spells
Heavy reliance on the commander; spot removal or bounce stalls the whole engine
High mana value (7) makes it slow to deploy and punishing to recast under tax
Free spell is random — you may whiff if no instants/sorceries are in the top seven
RW lacks strong card draw and ramp compared to other color pairs
Vulnerable to flyers/reach blockers and combat fog effects that blunt the attack trigger