Jared is a five-color planeswalker commander, so you build a WUBRG goodstuff/superfriends shell that protects him and abuses his abilities. Tick up for a steady stream of all-colors 3/3 tramplers, use -3 to grow your multicolored threats (especially WUBRG cards), and grind value with the -6 to recur your best gold spells. The deck wins by snowballing board presence and protecting a planeswalker you can ultimate or by leaning into a multicolor 'sliver/Voltron/superfriends' payoff.
Full five-color identity means access to the best removal, ramp, and tutors across all colors.
Commander is a planeswalker that generates a token every turn with no mana cost, providing constant board presence even after being killed.
All-colors Kavu tokens trigger 'multicolored matters' and 'all colors' payoffs while being immediately relevant 3/3 tramplers.
-3 makes WUBRG and gold creatures absurdly large, enabling fast clocks and commander damage swings.
Self-recurring engine: the -6 returns your bombs and refills your hand with card draw and Treasure.
As a planeswalker, Jared has no innate protection and dies to combat or burn before generating much value.
Five-color manabases are greedy and need significant fixing to function on time.
The token-making +1 only makes a single 3/3, so the board builds slowly against fast aggro.
The deck can be unfocused 'goodstuff' without a tight wincon, leaving it to grind out long games.
Heavily reliant on the commander for value, so repeated removal/exile leaves you light on engine.