If cast correctly, the Games can name a threat that its caster can't deal with otherwise, be it Karn, Walking Ballista or anything else
It's no surprise that fetch lands are strong
Others, like the Anthems, make things far more savage
But its still a big beatstick that dies to removal, and menace aint changing that

I've got some additional cards that I think we should consider and potentially work into your list to provide you with more wincons and card draw: Solphim, Mayhem Dominus, Jin-Gitaxias Flip , Electrostatic Field, Docent of Perfection Flip , Counterspell, Mana Drain, Fierce Guardianship, Deflecting Swat, Blue Sun's Zenith, Electrodominance, Lightning Bolt, Increasing Vengeance, Rapid Hybridization, Force of Will, Valakut Awakening Flip , Sublime Epiphany, Jeska's Will, Finale of Revelation, Crackle with Power, Banefire, Finale of Promise, Red Sun's Zenith, Seething Song, Mindsplice Apparatus, Primal Amulet Flip , The Magic Mirror, Twinning Staff, Thousand-Year Storm, Double Vision, City on Fire, Ral, Storm Conduit, Riptide Laboratory, Temple of Epiphany, Cascade Bluffs, Stormcarved Coast, Scalding Tarn, Fiery Islet, Spirebluff Canal, Training Center, Reflecting Pool, and Plaza of Heroes Necramus on Baral, Chief of No 3 years ago Sea Gate Restoration Flip - this can double as either a land or a phat ass draw spell, depending on how you want to use it, and options are always good

This set is one of the most beloved from the Sword & Shield era, so expect its cards to continue rising in value as they become harder to find