In my opinion, the strongest things you can do in Mono Red are: "Glass cannon" decks that either quickly pop off and win before opponents can stabilize, like Storm, Krenko, Purphoros, Slicer Crushing nonbasic lands, aka defeating a large chunk of players with a single Blood Moon The problem with these two strengths is that they aren't always the right pick for casual tables
The time to grab a box or two to draft or speculate on happens every year in the late Summer as previous staples fail to find homes in Modern, Legacy, or Pioneer
Its performance is quite powerful as it has become a perfect upward compatibility of extortion
I know I'm the brightest light in the Multiverse, but no need to hover
You can only use each of the following effects of "Ken the Warrior Dragon" once per turn
It was also the first English expansion to use the Cosmos holofoil pattern instead of the Starlight pattern used in Base/Jungle/Fossil