After playing Magic for years and experimenting with everything from one to five to no colors in my Commander decks, there's a refreshing simplicity to putting together a deck that just cares about doing damage and getting the job done
It is up to the standard of a red common, and it specifically meets the Red-Green power 4 requirement, so it is not bad, but if you try to use the Adventure smoothly, you need to delay casting it or play a creature on turn 1, so think about your mana curve and tactics
Self-mill and some haste enablers like Sting, the Glinting Dagger, and you have some kind of engine here
Reaper King is interesting in that, on its surface, it's a Scarecrow lord that grants Scarecrows +1/+1, something we had done many times before

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