Here are my thoughts regarding Outlaws of Thunder Junction and the associated Commander set:
Final Showdown - I like the idea of an Instant Timing wrath and especially one that can help keep Hazezon alive. This allows me to get Hazezon on the field without worrying about potentially needing to wipe the board later and lose Hazezon. I still lose out on my tokens and anything else of course, but it is something.
Sand Scout - This seems like the best deck for this card. I am not sure how often I will get a land from the first trigger, but the second ability seems like something that should be able to trigger at least once per turn cycle with some of my cyclers and a few other ways to get lands in the yard.
Cataclysmic Prospecting - THis seems like it could make sense in the deck but I don't think so. First, I don't often have a ton of Deserts to really get the Treasures. And Second, if I need to wrath the board, I want to be sure things are gone.
Embrace the Unknown - There have been some recent discussions around different options for card advantage and this seems like a perfect card to fill in that slot. If I discard a Desert there is basically no cards lost but even then, discarding a land is worth digging a little deeper.
Great Train Heist - This seems like a pretty good finisher for the deck and also allows for some mid game functionality to try to get some ramp if I need it.
Highway Robbery - Another way to look at more cards and I think I like the sac a land option the most. This allows me to replay my Deserts when I need to. And I do like Plot on this card to let me store it p for later.
Pyretic Charge - This seems like a pretty good option to refill my hand and/or buff the team. And if I have any Deserts in hand (not likely, to be fair) I can get around some of the downside. I think it seems like a pretty decent way to try to one shot one or more people.
Colossal Rattlewurm - I really wish this had Reach instead of Trample, but Trample makes sense. But this is a great rate for this spell and I can normally cast it with Flash. However, the ability I care about most is the Exile from Graveyard ability. 2 mana ramp that gets me a Desert seems great for the deck. I do need to get it into the yard which is a bit tougher but I think this card makes sense overall for this deck.
Dance of the Tumbleweeds - Another Desert tutor is awesome. Adding 3 mana to get a (hopefully) big token is even better. I doubt I use the added mode for the token too often but having the option is really nice. But anything that can get me Deserts definitely moves to the top of the list of includes.
Dune Chanter - I mean, this has to be an auto-include. I cannot see playing this deck without including Dune Chanter as this just powers up Hazezon immensely. Every land drop is a Desert, every ramp spell gets me a Desert, every land in the yard can be replayed with Hazezon.
Map the Frontier - This isn't that bad of a rate for a ramp spell in general. But being able to get Deserts off it makes it that much better. I am certainly going to have to redo my ramp package to fit a lot of this stuff in but hopefully I can figure it out as I think getting Deserts onto the field from the library is exactly what I want my ramp to be doing. Maybe
Realms Uncharted is becoming less necessary?
Outcaster Greenblade - If this was the first card I saw for this set, I would think it would make perfect sense as not much gets Deserts. But, looking above, that is no longer the case and I don't think getting a land to hand is as useful. I will still see if I can find room for it as it is still allowing me to get Deserts, but it might not be needed as much anymore.
Spinewoods Armadillo - I think I actually like this more than the Outcaster above. It is a mana cheaper and, while I don't get the body and the land, it does have a bigger body for later. And it has Reach which is relevant. I don't see myself casting it for the creature very often, but who knows. Still not great or an auto-include but I can see its uses for sure.
Voracious Varmint - I don't have a lot of spot removal in this deck. Far less than I usually go in these colors against things like Artifacts and Enchantments. I doubt I change that, but this is an interesting card for sure. I just like that they are continuing to give us cards like this.
Annie Flash, the Veteran - I am not sure I have the room for a 6 drop, but I like her ability. Recursion is nice but the ability to give me some more cards to play is also nice. It is only this turn but it is a "free" way to see more cards which I think is relevant. I will see where I land on her as I make all the changes I want to make above.
Annie Joins Up - This is mostly for Hazezon though it would affect others in the list as well. The main question then is whether it is enough to double up on Hazezon's trigger. And I am not sure that it is. I will look through the rest of the list, especially after changes, and see if there is anything else worthwhile to double up on but my initial thought is that no, there is not.
Yuma, Proud Protector - Now, I really like this card but I am not sure how much of a discount I will often get. He plays into the theme of the deck really well but if he is always going to cost 6+ mana, it might be harder to make him work. I am going to try him out but I will be watching how much I am often spending on him.
Abraded Bluffs,
Bristling Backwoods,
Creosote Heath - These are auto includes. Duals that are Deserts seem pretty good for the deck and, most importantly, it increases the density of Deserts which is huge. I will likely just cut basics for these.
Arid Archway - A bounce land that is a Desert seems alright. It gives me the ability to replay Deserts (even itself in a pinch) to trigger Hazezon. It does only tap for colorless which could be a problem but probably not too much. The Surveil, if I bounce another Desert, is also useful though not really why I would play it.
Cactus Preserve - Another Desert that helps with fixing. It doesn't do it on its own so I can't expect it to be the third color for casting Hazezon necessarily, but it does seem like a good card. Turning into a creature is not likely to happen too often but it is a nice option.
Conduit Pylons - I don't like that it naturally produces colorless and it only filters into colored mana, but it does enter untapped and Surveiling is nice. I think this is an include based on not entering tapped mostly with Surveil pushing it over the edge.
Mirage Mesa - Now, this goes the other direction. It lets me produce any color but on that color. Probably still worth it although I am getting a bit higher on the tapped lands than I would like. I might have to worry about that at some point. No point in increasing Desert count but also making the deck too slow overall.
Sandstorm Verge - This enters untapped which is nice but is stuck as colorless mana which is less nice. I might have to see how many I end up with total but I might have to leave this out just because I need my colors.