The interaction package is pretty standard in this deck, cheap black instant speed creature removal, a few coverage removals for things black and red dont usually remove, as well as a few of what i like to call "rakdos counterspells" (aka redirect spells if you wanna be LAME).
Feed the Swarm: Sorcery speed creature/enchantment removal, could be replaced with Withering Torment if you really want it at instant speed.
Massacre Girl: One of the two board wipes in this deck, you could swap her out for any of the multitude of other black/red board wipes, it's more of a flex pick for me.
In Garruk's Wake: The other board wipe, you can swap both of these out for any of the better board wipe alternatives, i chose this as it functions as both a finisher and a board wipe however there are definitely better options.
Vandalblast: You can almost always get solid use out of this no matter what decks you're playing against as almost everyone is running mana rocks, however this card gets even better against decks more reliant on artifacts.
Bedevil: Subpar removal you can swap out if you like, however i come across a lot of planeswalkers in my pod so i find it advantageous to run due to how flexible it is.
Bolt Bend: You can almost always get this card of for 1 mana as any of the creatures your opponents are going to want to destroy on your board will be 4+ power as well as the fact jasper himself has 4+ power.
Chaos Warp: Solid permanent removal with a slight chance to screw you over, however most times if someone flips over a permanent it'll end up being a land so you wont be losing too much.
Dead Before Sunrise: Now this card is more of a hear me out than most of the cards here (similar to pretty much all of the cards that care about outlaws), it seems like a winmore card in most scenarios, however i find you'll usually have 3-4 creatures on board with around 3-4 power each, this card effectively allows you to remove an amount of creatures equal to how many you have on board minus around 1-2, however my favorite part of this card is that it's instant speed, allowing you to hold up 4 mana if you plan to use it to hold up blockers and see what exactly your opponents are doing giving you a chance to respond to any large attacks/game actions. More often than not though you're going to be casting this card and tapping all of your creatures on the player before you's end step, removing a few important creatures before your untap step. TLDR; I added this card because it's a cool cowboy card that removes a couple creatures based on your board state that pops off every once in a while, you can remove it if you like.
Great Train Heist: This is another more off pick, it has a few nice spree choices so it's a very flexible card. For the first mode you can spend 4 mana during your combat phase to untap all your creatures and get another combat right after, 4 mana for another combat step is a pretty fair rate if you compare it to other extra combat cards so this mode is the one you're going to be picking the most to close out games or finish someone off. For the second mode you can pay 3 mana to give all your creatures first strike and +1/+0 at instant speed, you can use this as a nice combat trick when attacking or when defending, this is another solid choice in a lot of games. For the third mode you can pay 2 mana to make it so you make a tapped treasure token for each creature you control that deals combat damage to that player, a nice cheap ramp option if you can get a couple creatures in unblocked. This card really shines in how it allows you to mix and match each of the modes based on what the current situation calls for, however, I've found with this card in particular it's very easy to hold onto it waiting for the "perfect turn" where you cast it for all 3 of the modes with a big board finishing off a player and making a ton of treasures, this however is very unrealistic in this deck so try to get any amount of use out of it rather than holding onto it for too long. Even if all it does is make you a couple tapped treasures for 2 mana or let you kill a few of your opponents attacking creatures with first strike, thats a lot more value than dying with it in your hand.
Imp's Mischief: Another redirect spell, useful due to how much hate jasper and the few big creatures we have can draw towards themselves.
Infernal Grasp: The most complicated card in the deck, so complicated in fact, i simply don't have time to talk about it's true inner intricacies. This is one you'll have to meditate over to truly understand.
Rakdos Charm: In most games it's going to be used as artifact removal, however in the few fringe cases its used to exile a graveyard players graveyard after they snuck their commander into their 50+ card graveyard feels amazing. And there's a few cases where the last mode will win you the game with the extra bit of damage, especially against token decks.
Return the Favor: A more underrated redirect spell, probably due to the cost. At 3 mana you can simply redirect a spell/ability, which is always nice to have as it's gonna be our form of counterspells. However this card truly shines in that it can also copy any instant, sorcery, activated or triggered ability, this can allow you to steal games right from under the nose of other players for just 3 mana by copying any big spell like Expropriate or even an overloaded Cyclonic Rift. Alternatively, you can just cast it for both of its modes to double and give to the next person any removal sent towards you. We love versatility.
Shoot the Sheriff: A solid black removal spell that's even on theme, waoh!!! There are a few fringe cases where where someone will decide to redirect this spell or even steal it from us, in which case we'll be almost completely safe from it. It does come with the downside that other people can also have Tribal decks based around an outlaw subtype (What do you mean a rogue or pirate deck is objectively better than an outlaw deck?) or even have their commander be an outlaw, if you're not too fond of these scenarios happening, you can feel free to swap it out however I've found this happening very little to me, more often than not it's more funny than anything else.
Soul Shatter: Edicts are always fun to have, especially one sided edicts.
Terminate: You can probably swap this out for any of the multitude of other mono black removal spells with a less restrictive mana cost, however i like terminate so i'll be keeping it for now.
Untimely Malfunction: Yet another modal spell, if you can't tell i think these are really fun. This card is genuinely amazing and should be added to more of your red decks, as it's artifact removal, a redirect and a...weird blocker removal? Yeah you're mostly just casting this for the first two modes unless you're really desperate for that extra damage. Either way, it's nice to have options at this low of a cost.
Waste Management: In most games you're casting this for a bit of graveyard hate that grabs you 2 2/2 rogues for 3 mana at instant speed, however if you ever find someone has a huge graveyard of creatures, you're paying 7 mana to exile that graveyard they were probably planning to use and getting a ton of rogues on top of it. Don't kid yourself though, most games this gonna be 2 2/2s for 3 mana with a liiittle bit of graveyard hate.
The Eldest Reborn: This is an altogether nice card, as whether someone removes it or not, you still get an edict out of it. If they don't remove it however, you get an edict, force everyone else to discard a card AND reanimate a creature from anyone's graveyard (woah theft), all at the cost of 5 mana. In most games someone is gonna have a nice creature in their graveyard by the time this reaches it's 3rd effect.