Pillage their hand, destroy their creatures, ride dragons to the promised land.

All creatures and planeswalkers are strong enough to win the game singlehandedly.

Hero's Downfall-Duh.

Utter End- Hits everything downfall doesn't, and exile will be relevant in certain matchups.

Silence the Believers-Anti-Stormbreath, late game mana dump blowout card.

Anger of the Gods-Takes out mana dorks and tokens, usually a game winner.

Mardu Charm-Versatility galore. Mainly used for the instant speed discard (especially if courser is out on the other side) and the 4 damage.

Sign in blood-Card advantage, since 1-for-1'ing my opponent will cause me to run out of gas.

Crackling Doom-I can't think of a single time I wouldn't want this in my hand, unless it's the only removal spell I've drawn all game.

Zurgo- He should be staring at an empty board most of the time, so even if he dies the next turn he does 7 for 5. I'm not gonna lie, I really like him so I'm trying to fit him in. I think I can make it work.

Creatures in sideboard for games where large amounts of removal are unnecessary.

Circle of Flame to make Rabblemaster essentially a vanilla 2/2 and Brimaz a 3/4 Vigilance. Hoses tokens hard.

Despise for monster decks.

End hostilities for decks that blow up around turn 4/5.

Drown in Sorrow for another weenie sweeper.

Nyx fleece for anti-aggro and life padding.