This one is a real brew.
This began with combining my desire to play Avaricious Dragon (A card I have always wanted to play since I pulled one from an MTG Origins pack) with my desire to brew a unique commander deck that plays a substantial number of cards people don't commonly play and avoids many staples and plays a commander that almost nobody plays with, while still being playable. Fulfilling all of those criteria is very difficult (and, frankly, I'm still not sure if this list is playable or not), but, regardless, attempting to do so has made me happen upon what is, at least to me, a very new conception of how to gain advantage in a Magic: the Gathering game. That conception is, of course, based on the rules text of Avaricious Dragon:
"At the beginning of your draw step, draw an additional card" and "At the beginning of your end step, discard your hand."
Drawing an additional card every turn generates serious advantage, but having to discard your hand every turn is a serious downside. That is, of course, unless you're capable of making use of cards in a way that out-tempos your opponents on that turn (or if you can still make use of them from the graveyard, but that's mostly not what we're going for here, as Red does not get many of such effects in powerful ways). Many red cards are designed for that of, course--to be played as fast as possible, on the turn that you get them, and perhaps alongside many others such spells on the same turn. Thus, the downside of having to discard your hand is mitigated. Maybe not enough to account for how you've disadvantaged yourself by having to focus your deck on playing like so when your opponents may have access to much purer card advantage, though.
Unless, of course, you find ways to disadvantage them in the very same fashion--to bring them down to your level, as it were. That is to say, if I have to only use impulse draws, then so do you; if I have to play my cards as fast as possible with no proactive or reactive planning of answering what you do or trying to combo, then so do you. If I build my deck around the expectation that we're all going to be forced to play our cards as fast as possible without being able to retain in-hand or on-board card advantage, and thus not being able to plan for future turns or set up anything synergistic because of that, I'll be at an advantage.
With such ideas in mind, I began to research how to make that happen. The result is this absolute mishmash of cards; Elkin Lair, Teferi's Puzzlebox, Stoneshaker Shaman, Citadel of Pain; Memory Vessel; Barbed Shocker...the point of these cards is not simply to cause chaos, but to disrupt our opponent's plans to our advantage and play everything that they can possibly play on each of their turns lest they lose it or endure punishment--as, due to our abundance of Grafted Skullcaps, we have to do the same. Even effects like Wild Evocation are being played with the hope that we'll be much better prepared for the ensuing chaos than our opponents will be, as opposed to just 100% unpredictably advantaging and disadvantaging all players equally.
Except, of course, that I don't think that I was able to find enough effects that would force everyone to play like this, and, even if I did, I didn't find enough ways to capitalize on it, as playing white in addition to red, though it presents a unique opportunity to build a unique RW deck that's not combat-focused, doesn't contribute much to this sort of impulse strategy. A few more hate cards, perhaps, but, otherwise, it's just there for 'white ramp' and some win conditions--no removal of any kind, because I really wasn't interested in playing staples, as I said. That's probably the jankiest thing about this deck.
Does it even work that well? Can it even win? Well, I suppose I'll be finding out. If nothing else, I've certainly noticed that it has some interesting interactions with all these pseudo-impulse-draw effects if you stack the triggers appropriately.
Oh, and I'm really going to try and refrain from Alms Collectoring people when they're about to resolve a Teferi's Puzzle Box trigger. That's not making the game more impulsive; it's just trying too hard to win for a deck like this. Also, Razia does nothing in this deck. I suppose she's an alternate win condition, at least.