Most importantly, both of these creatures allow us to start playing things on Turn 1, facilitating our aggressive game plan
Someone with Cabal Coffers, Emeria, the Sky Ruin, or Mystic Sanctuary might want to run as many lands that can satisfy those needs
Black/Red distinguishes itself from its Blue/Red cousin by ditching the four mana incentive in favor of just flinging cheap noncreature spells left and right
Alternate win conditions that let you win the game when they resolve are very powerful
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This might be the easiest card to slot in as its not broken, but its strong and has it uses across all cubes