One of the advantages of Dreamshaper Shaman as a commander is that once it is online, it is more consistent than just drawing, since you dodge all the extra lands in the deck. Another is that the cards entering the battlefield off of Dreamshaper can't be counterspelled. However, this commander does have the obvious issue of being mana intensive and slow to get rolling in a color that doesn't have an abundance of land ramp or mana dorks.
There are quite a few different abilities and themes that synergize with Dreamshaper, but no single element has enough card support in mono-red to fill the deck, so I have built all of them together. This makes the deck a bit inconsistent, but helps squeeze as much value as possible out of Dreamshaper's triggered ability. It also is pretty cool because you get card advantage, theft, sacrifice, big beaters, topdeck manipulation, and a touch of chaos, all in one deck.
Tokens:
If we were sacrificing a whole card each turn to our commander, red's lack of recursion would keep us from building a meaningful boardstate. However, token generators let us sacrifice the equivalent of a third or half of a card to gain a whole new card. Repeatable token generation like on Prying Blade are the most powerful example of how this can be used with Dreamshaper. We also have some spells that pump all your creatures, like Burn Bright, which can help turn your token creatures into dead opponents.
Theft:
What's better than sacrificing our permanents? Sacrificing our opponents' permanents. Temporary theft cards like Act of Treason become permanent removal when we can sacrifice the stolen creature after it has gone through combat.
Ramp:
Our commander and his ability are both pretty mana intensive. Including mana producing creatures and artifacts makes us more likely to reveal less impactful permanents when using Dreamshaper, but overall makes the deck faster and more resilient to removal, since you'll be more able to recast Dreamshaper if he dies.
Big Creatures:
Because we get the revealed permanent onto the battlefield without paying its mana cost, it's obviously great if we can get something massive like Ulamog's Crusher. Having at least a few of these in the deck is important, less because they will the end the game on their own, and moreso because they'll apply pressure and be targeted with removal before your commander, so you can keep your advantage engine rolling. These are also great because, if you draw them they put all the ramp for your commander to good use.
Topdeck Manipulation:
This is where the deck starts diverging from red goodstuff more. By controlling what's on top of the deck, we can get better value out of Dreamshaper's ability, as well as dig for the kinds of cards we need when trying to initially get get set up. In addition to scry, we have clashing and other effects that just reveal or let us look at the top card combined with effects that let us draw and discard to both shape our hand and get a new card on top of our library.
Value Engines:
In addition to Dreamshaper, the deck also has two other value engines to try to give the deck even more power in the late game. Destructive Digger lets you sac an additional artifact or land each turn to draw, which is useful for getting even more value out of extra tokens or artifact creatures that are about to die in combat. Scaretiller is great for getting back lands with cycling, sac lands like Evolving Wilds, and any lands sacrificed by Scaretiller or discarded with our rummaging (discard, then draw) effects.
With all of these effects generating value for us, this deck should be able to keep up with other more traditional card advantage engines, while being less predictable.