In my opinion, the strongest things you can do in Mono Red are: "Glass cannon" decks that either quickly pop off and win before opponents can stabilize, like Storm, Krenko, Purphoros, Slicer Crushing nonbasic lands, aka defeating a large chunk of players with a single Blood Moon The problem with these two strengths is that they aren't always the right pick for casual tables
(With 40 and 40 for one on one and 60 and 60 for Commander life totals.) It's more fun
Chansey might not be as good as other cards that can be found as a prize card, but its ability makes it an intriguing option in a variety of decks
Next, you need a deck
The structure of the card remains the sametheres a name, mana cost, type line, text box, etc.but the art draws on that dramatic, sometimes playful, vibe you might see in a fantasy anime
That means that Wizards now has to maintain three versions of the game