In general, some players may think of this deck as a weird version of currently popular
Collected Company combo decks, and in a way it is, but our primary plan is not to win with Company (although there's nothing to complain about slamming 2 creatures for 1 card at instant speed on turn 4), but instead to assemble a reasonable board of creatures that we can hide behind while sacrificing our board for value and eventual killing via a combination of draining and swinging with our combo creatures (Husks, Voice tokens, etc.). The creatures in this deck overall are also on curve for the most part (except the drainers, of course), and therefore can just be part of a fast value-y synergistic aggro deck at times without the combo. This is very important, since it means that our deck is much more resistant to disruption - unlike the
Vizier of Remedies decks which solely rely on the two-card combo to win - and the current one-on-one removal dominating the format also has minimal/no effect on our gameplan, unlike the Vizier decks.
Abrupt Decay & Thoughtseize & Inquisition of Kozilek: More removal for cards that we absolutely need to kill, like Thing in the Ice
or Primeval Titan. The Thoughtseize vs Inquisition of Kozilek argument is still ongoing, but given the current meta, I think a 2/2 split is justifiable with maybe an extra copy of Thoughtseize if Tron gets better.
Our deck does die to some graveyard hate, including Rest in Peace/Leyline of the Void effects being highly problematic since they hose all of our death triggers; we don't get Spirit tokens from Doomed Traveler, we don't get Persist value from Finks, and worst of all, our Blood Artists and Zulaport Cutthroats just turn into bad 2-drops. Grafdigger's Cage is also somewhat annoying since it knocks out both Collected Company and Rally the Ancestors, which does total only 8 cards, but possibly the most powerful 8 cards in our deck.
Other hate cards we need to dodge/kill include Leyline of Sanctity, which blanks the Blood Artist triggers but not the Zulaport Cutthroat triggers, and activated ability hate (Pithing Needle and Linvala, Keeper of Silence, both of which thankfully only see fringe play).
Fulminator Mage: Land destruction primarily for Tron decks and Scapeshift decks, as those are the two "big mana" decks dominating the format right now.
Fatal Push: Our only real piece of creature interaction, meant for dealing with problematic creatures like Ezuri, Renegade Leader, Goblin Electromancer, Vizier of Remedies, and Meddling Mage, to name a few. Even though we are fundamentally a combo deck, we are slower than other, more single-minded decks like Storm and Affinity; therefore, some disruption is required in order for us to buy time against these decks. Push is better than Path to Exile here in general; the only things it doesn't kill are fringe options like Primeval Titan, Gurmag Angler, Tasigur, the Golden Fang, Wurmcoil Engine, and Mirran Crusader, and the natural Revolt enablers in this deck (other than the fetchlands) really max out the power of Push over that of its natural competitor.
Nihil Spellbomb: Nihil Spellbomb is pretty much the only graveyard hoser that doesn't exile our stuff as well. Leyline of the Void and Scavenging Ooze didn't make the cut since they were too situational; Leyline is a total blank if it's not in our opening hand, and Ooze was great against grindy matchups but just a horrible mana sink in others. I also managed to get away with only 2 graveyard hate cards, since they only really hose Grixis Death's Shadow (partly), Storm (partly), Living End, and Dredge, almost all of which have tanked recently and for which we have plenty of other sideboard options (Lingering Souls for Shadow, discard for Storm, etc.)
Reclamation Sage: Not as good as Stony Silence, but it kills Rest in Peace as well as Leyline of the Void and it's another threat we can Company into and sac for value.
Stony Silence: All-time good hate card, excellent against Affinity, traditional Tron, Lantern, and weird decks like KCI Combo whenever you need it.