Some of the most powerful cards in this deck aren't creatures, but are instead ways to cheat creatures into play or give you a benefit to playing them.
Warstorm Surge: This card has won me games on turn six off of an early Mayael activation into a Blightsteel Colossus. Notice that the wording of the cards says that the creature deals the damage, so things like Infect, Deathtouch, and Lifelink can be insanely good. Wurmcoil Engine becomes a murder machine when it enters the battefield, especially if it fights a bigger creature, then breaks into two tokens, each of which also fights a creature. Gisela, Blade of Goldnight can turn this card unfair in a hurry and Vigor can let you pump up a Trampler with a few extra counters if you want to eke some value out over a few turns.
Lurking Predators: This is secretly the best card in the deck. I will windmill slam this card every time I draw it and just wait to let the value accrue. Each time your opponent casts a spell, they have to ask themselves if they are prepared to deal with the craziness that might come out of your library. Scroll Rack interacts very well with this card allowing you to effectively stack your next few triggers with the fatties that are sitting in your hand. I've used this specific interaction before to save myself from a board wipe by activating Scroll Rack to put Avacyn, Angel of Hope on top of my library in response to the trigger, thereby ensuring that my permanents remained untouched while my opponent wept softly to himself. You can also use Worldly Tutor in the same way to turn the creatures in your deck into a kind of toolbox, improving the effectiveness of cards like Angel of the Dire Hour tremendously.
Sneak Attack: This is a recent addition to the deck and hasn't been extensively tested. Because I don't have a great deal of graveyard recursion, this can be a bit risky to use. However, I think the upside to being able to sneak out things like Ulamog, the Infinite Gyre early in the game far outweighs the negatives. Overall, this isn't a key piece of the deck, but I think further testing will prove it earns its spot.
Selvala's Stampede, See the Unwritten, Rishkar's Expertise, Summoning Trap: These cards all serve as surrogates for Mayael as well as effective "draw" spells later in the game. They aren't ever a dead draw and can lead to some explosive turns, but don't be afraid to experiment with more removal or utility spells in their place if you don't like how they play. I will say that the power of these spells vastly improves when you keep the "hit-to-miss" ratio of 5 power or greater creatures in balance. Nothing feels worse than playing a 6 mana spell with nothing to show for it.
Tooth and Nail: Let me preface this by saying that I have other tier 1 combo decks (Doomtide Thrasios & Tymna and Chain Veil Teferi) that I regularly play in competitive commander events. Many people see a Tooth and Nail and think the game is immediately over. I don't run any game-winning combos in this deck because I choose not to. This objectively makes my deck less powerful, but I didn't fall in love with Mayael because she tutors out Kiki-Jiki, Mirror Breaker and Zealous Conscripts every game. No, I fell in love with her because she scratches my gambling itch and gives me an excuse to play the meanest fatties I can get my hands on. Therefore, this simply exists as a powerful toolbox spell to play when I find myself with 9 mana.
Asceticism and Akroma's Memorial: I put these cards together because they both serve the purpose of protecting my creatures. Akroma's Memorial is definitely the more powerful of the two, but Asceticism definitely pulls its weight in a meta where single target removal runs rampant. If your meta favors board wipes, feel free to sub it out for something more suited to that such as Ghostway or Eerie Interlude to dodge a Wrath or even Dauntless Escort and Selfless Spirit to help with early plays and keeping your creatures alive.
Scroll Rack: I mentioned this in the section about Lurking Predators, but I don't think I can overstate how good this card can be in this deck. Not only does it give you a way to ensure that you hit a certain creature off of a Mayael activation, Summoning Trap, or Lurking Predators trigger, but it also lets you sculpt your hand in a way that is desperately needed in a deck like this. Often times you will find yourself with a hand full of fatties and not much else. If you cast a Nature's Lore, hold priority and activate Scroll Rack, you can dump some of those fatties and trade them for cards on top of your deck, then shuffle the fatties away when your ramp spell resolves. This alone would be enough reason to justify this card's inclusion in the deck.
Illusionist's Bracers and Seedborn Muse: These cards can quickly take a game that is going well and thrust you so far ahead that you can barely see your opponents in the dust behind you. If you make it one rotation around a table with an active Seedborn Muse, something terrible has to happen for you to lose that game. It's for this reason that I recommend even budget players include Seedborn Muse in their list as the first "expensive" card they acquire. It's absolutely worth every penny and just gets better the more you upgrade your deck.
Quicksilver Amulet and Elvish Piper: These exist as a poor-man's version of Mayael if you can't get your commander to stick to the board. There will be games where you can land an early Quicksilver Amulet and start dropping Eldrazi titans on the end step of the player before you. It's for this reason that these cards can also serve as bait for removal before you play the card you really care about. If either one ends up sticking around, then it's all upside from there!