In Magic, red cards are goblins and pyromancers and dragons, Lightning Bolts that burn the opponent, illusions that taunt and enrage their allies, spells that grant speed and haste and fragile power, desperate gambles that put everything on the line, and chaotic effects that upset the whole battlefield
Breathing through gills
Soulherder, Teleportation Circle, and Thassa, Deep-Dwelling are all cheaper and better, but not every deck can run them or wait until the end step
The game plan is also very straightforward: Search for a Freed from the Real, attach it to a mana dork that can untap lands like Arbor Elf or Krosan Restorer, and as long as you can generate at least 2 mana, you get infinite mana that you can use to draw your entire library if needed thanks to the commander's ability and win the game through your other combos