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
If you cast the creature half from hand, it resolves and you cannot cast the adventure spell
It's no surprise that fetch lands are strong

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

Your spells are powered by different colored mana cards