Izzet Spellementals wants to chain cantrips (Opt, Sleight of Hand, Flow State) into big threats like Hearth Elemental, Eddymurk Crab, and Sunderflock; our cheap removal (Seam Rip, Requiting Hex-equivalents) is mostly dead since those threats are all mana value 6+ on the battlefield, so we lean on disruption and grinding card advantage instead. Duress strips their key payoff spells like Traumatic Critique or Prismari Charm before they can protect or develop their board. Space-Time Anomaly can mill out a significant chunk of their library in a long grindy game where our lifegain keeps our life total high, serving as a secondary win condition if the game goes long. Aunt May and two Liliana the Faultless are too passive to matter against their growing threats, so they come out for proactive hand disruption.