I think most aggressive decks would rather just keep the 4/4 around than trade it in for two more cards, but after swinging for eight damage, maybe you want to move on to other threats that can finish the game
Arixmethes, Slumbering Isle Arixmethes, Slumbering Isle is a 12/12 kraken that lies dormant until you remove all five slumber counters, and you can take one off whenever you cast a spell
This Legendary Creature card has a high cost to play, but it is very much worth it with the game-shattering effect of giving your Creatures plus two / plus two while giving your foes Creatures negative two / negative two, which has shown itself to be absolutely game-defining in the Commander format
Magistrate's Scepter If you have patience, Magistrate's Scepter grants you extra turnsjust add three charge counters, then cash them in
It's a slow starter if you don't have a curated first hand, and I would say that it's such a situational deck that even pulling generally good cards off the top of your deck can feel a little jarring when you haven't got your board set up right to play and/or protect it