There's a difference between stopping someone from doing a thing and stopping people from doing all the things.
Wrath of God stops some things. Wrath of God every turn stops all the things.
Strip Mine stops some things. Strip Mine + Crucible of Worlds stops all the things (eventually, in a 1v1 situation)
Pariah stops some things. Pariah on Silvar, Devourer of the Free stops all the things.
Toggo, Goblin Weaponsmith and Falthis, Shadowcat Familiar stop some things. Toggo, Goblin Weaponsmith + tons of landfall + tons of deathtouch + tons of hasty creatures, stops all the things.
Stopping some things is a necessary part of the game. Stopping all the things repeatedly, every game, is going to make everyone hate you and as far as I can tell you have a tendency to slide towards wanting to stop all the things. I mean look at your response "If I don't stop the things, some rando is going to win" implying you personally need to stop everyone else from winning at all times. Logically it all makes sense. If you need to personally stop everyone it's basically impossible to do that reactively, so you do it pro-actively. Then, when you do it pro-actively you stop everyone from doing all the things. When you do that, everyone figures it out and murders you as fast as possible every game.
Compare your lines of thought to Dirk's and his Phelddagrif deck. I mean his deck is literally only removal and is built with the entire intent being to stop rando #78 from winning, especially at higher power tables. Yet his deck thrives off politics while yours do not. A large portion of that is because he explicitly does not try to stop all the things.
From his primer...
DirkGently wrote: ↑4 years agoLet Things Get a Little Out of Hand
Especially if you're new to the deck, I recommend keeping a very loose grip on the reins. Of course some threats are going to require answering – instant-win combos, cards that will make you discard your hand, etc. – but many cards considered "most answer threats" can be safely ignored. This is especially true if the power level of the decks isn't too high. A Consecrated Sphinx is totally fine if it's controlled by someone with a fairly weak deck. Leaving these threats alive gives your opponents a chance to answer them, a chance to get more value from your board wipes, and most importantly a chance for your opponents to be the threats. You want the other players to engage with the threat, damage to be dealt, fur to fly, etc. Let them wear each other out. Remember that the better control you have, the less you have to use it, and we have amazing control with this deck. Sit back a bit and see what unfolds. A lot of the time a light touch is the best choice, especially since it lets you stay as invisible as possible.
Don't Be Invincible
When people think of the archetypical control deck, they think of one that won't let anything attacking them survive, anything targeting them resolve, etc. People fear and hate that deck. For that reason, it's important not to appear invincible to your opponents. If they attack you for a few points of damage, don't sweat it. Don't make it look like you don't care at all, but don't swear vengeance on their family either. Usually an "aww, rude" is about the right tone to strike if they give you a decent-sized hit, or destroy one of your permanents. If you appear to be reasonably vulnerable, they'll be a lot less trepidatious about allowing the game to go to a 1v1 against you, and a lot more likely to fight with each other. That's not to say you need to take everything, of course – if it's a serious blow, by all means block it. But don't get hung up on every little transgression made against you, and don't make a retaliatory threat about every move someone might make against you. If they continue to target you, then make it clear that you do have teeth, but don't be quick to anger.