These sorts of Jund decks have been a staple in Standard for years, and its difficult for a deck full of small creatures that need to work together to win to beat a monstrous pile of removal and unbeatable creatures
I've been playing Akiri, Fearless Voyager for years as my own Equipment commander specifically to encourage myself to Go Wide swinging with equipment instead of going Voltron as a self-imposed nerf to the deck and STILL it ends up correct to just pile on all my equipment on to a single creature most of the time
This land is effectively Nythos, Shrine to Nyx but instead of pulling from your devotion, it is based on the number of creatures you control of the chosen type
The reason being, you can cast your rituals during your main phase, but then you can't cast Savage BeatingSavage Beating until combat, when all that mana will have drained from your pool
Red decks are good at creating explosive turns, securing an early advantage, and just generally controlling the pace of the game through disruption, constant pressure, and a bit of calculated chaos
Before, in formats like Modern, while the removal was good, you could play around it or attack from an angle that was less susceptible to it