Firebending X, where X is the number of experience counters you have. (Whenever this creature attacks, add X . This mana lasts until end of combat.)
Whenever you cast a spell during combat, you get an experience counter.
Zuko is a mono-red aggressive ramp engine: attack, generate red mana from Firebending, and dump that combat-only mana into burn, pump, and impulse-draw spells. Each spell you cast during combat nets an experience counter, snowballing Firebending into a flood of red mana that fuels more spells and more counters. Win by attacking with a buffed Zuko and unloading instants/X-spells in the combat step.
Cheap 2-mana commander with first strike that comes online fast
Snowballs explosively once experience counters accumulate
Combat mana enables free, repeatable spell-slinging without holding up mana
Mono-red consistency and access to cheap rituals, burn, and impulse draw
Relies on Zuko surviving and connecting in combat; heavy removal target
Mana is locked to combat only, so it's awkward to use proactively
Slow to start before the first experience counters land
Mono-red struggles with sustained card advantage and lacks interaction outside burn
Pings each opponent every time you create a token or trigger an artifact, but more importantly any direct-damage spells you cast in combat add up fast.
Haste lets Zuko attack and start accruing counters immediately.
Add fast mana and cost reducers (Birgi, Storm-Kiln Artist, Jeska's Will, treasures) so you can fire off multiple spells per combat to spike experience counters. Lean into free or cost-free instants and impulse draw (Light Up the Stage, Reckless Impulse) to keep the chain going, and include protection like Heroic Intervention-style mono-red options (Boots/Greaves, Deflecting Swat) to keep Zuko alive. Finally, add reach via pinger payoffs (Reckless Fireweaver, Terror of the Peaks) and extra-combat spells (Aggravated Assault) to close before opponents stabilize.