A 4/3 menace for four is already awkward for this format's defense, where common ground blockers outside green cap at 2/3s and 3/2s: most boards either commit two creatures to stop him or trade down. The single red pip looks splashable, but resist that read. A splash gets you the body, not the engine. Raphael has to be on the board before his Alliance clause does anything, and from turn four onward the pile only grows when you keep deploying creatures into combat, so a copy you cannot reliably cast on curve does neither half of the job. This is a card for decks that are red, not decks that touch red.
The split among red drafters is about what you want from him. UR Sneak wants the exile pile more than the beater: cheap bodies dropped after he lands, plus the recursion to retrigger Alliance, fill a deferred hand faster than one attack can empty it. RW Equipment wants the swing instead. Bespoke Bō on the 4/3 turns menace close to unblockable against a Foot Ninjas wall, and the impulse rides along as a kicker. Mardu food shells carry the densest Alliance counts in the format, and Mardu is red, so the engine is genuinely live there. The shared constraint across all three is that they run red as a primary color.
Draftsim's 4/10 work-for-one-card read treats the impulse as the point. It isn't. The attack trigger fires on declaration, not damage, so the casting window opens whether or not he connects. The floor is a 4/3 menace that outclasses most of the set's uncommon red four-drops; the exile is upside on top. P1P2 to P1P3 in any red seat, behind bombs and your best two-drops, and an automatic maindeck once you are red.

