I wouldn't build around that, but it's there if you wanted to bring the heat
Instants & Sorceries - 23
You know you'll get it out on turn 3-4 and you just need to hit a way to mill or search for something to put in your yard early, and then you can move into midgame with a big threat on the table, and the ability to get it back without jacking up your commander tax repeatedly
This isn't a huge ask for an already-aggressive red deck, and getting two treasure every turn from as early as turn three can give players a huge advantage as the game goes on
Azors Elocutors Azor's Elocutors is a way to win a game in a prison deck, filled with enchantments, Sphere of Safety, Ghostly Prison, and the like
I could see adding more Sphinxes or Dragons if I reliably hit most of my creatures but still can't close out the game