We see three spikes, one in Finishers/ Surprise /Alternate win conditions category at 11 and that is important because our deck needs ways to finish games consistently, one in Graveyard recursion at 8 and last but not least, Ramp is also a very strong part of our deck at 17 and that is important since we have more high drops than usual

All-Seeing Arbiter Anje Falkenrath Bag of Holding Bone Miser Brallin, Skyshark Rider Cam and Farrik, Havoc Duo Captain Howler, Sea Scourge Conspiracy Theorist Containment Construct Containment Construct Cool but Rude Cryptcaller Chariot Currency Converter Diviner of Fates Doctor Doom, King of Latveria Dying to Serve Feast of Sanity Glint-Horn Buccaneer Green Goblin, Nemesis Hashaton, Scarab's Fist Hobgoblin, Mantled Marauder Inti, Seneschal of the Sun Ivora, Insatiable Heir Lady Spider, Maybelle Reilly Lazotep Chancellor Magmakin Artillerist Marauding Mako Mary Read and Anne Bonny Midnight Oil Mishra, Excavation Prodigy Monument to Endurance Moonstone, Harsh Mistress Mystic Redaction Necropotence Oskar, Rubbish Reclaimer Pitchstone Wall Pyre of the World Tree Rielle, the Everwise Scrounging Skyray Shipwreck Sifters Spider-Man, New Champion Surly Badgersaur Toluz, Clever Conductor Urza, Powerstone Prodigy Veronica, Dissident Scribe Wharf Infiltrator

Endgame Loop Variants You can substitute any Supporter you want with the Team Rockets Handiwork as described in the loops above
It's also very efficient as a board control tool
There are a lot of creatures in Standard that get +1/+1 counters whenever you gain life, and these Historic decks look to capitalize on that while using the powerful green instant, Collected Company
Remove blockers