//Mana: 33
1 Taiga
1 Tropical Island
1 Bayou
1 Mox Sapphire
1 Mox Jet
1 Chrome Mox
1 Mana Crypt
1 Black Lotus
1 Lions Eye Diamond
1 Lotus Petal
1 Mana Vault
1 Sol Ring
1 Grim Monolith
1 Cabal Ritual
1 Channel
3 Chromatic Sphere
3 Tinder Wall
4 Elvish Spirit Guide
4 Dark Ritual
4 Land Grant
//Search: 5
1 Mystical Tutor
1 Tainted Pact
1 Vampiric Tutor
1 Demonic Tutor
1 Tinker
//Draw: 9
1 Ancestral Recall
4 Brainstorm
1 Timetwister
1 Wheel of Fortune
1 Windfall
1 Memory Jar
//Random Broken: 3
1 Yawgmoth's Will
1 Yawgmoth's Bargain
1 Necropotence
//Protection: 5
1 Chain of Vapor
2 Goblin Welder
2 Xantid Swarm
//Win: 5
4 Goblin Charbelcher
1 Tendrils of Agony
I play 3 lands because I am not fully powered. Also, they help against FoW, Duress, and Wasteland, and Taiga doubles the damage anyway. I went down to 3 Tinder Wall because I found myself with too many mana sources sometimes, and I do not need the red as much because I have Taiga, and only 2 Goblin Welders. In testing, I often drew too many Chromatic Spheres and just ran out of mana, so I cut one. The Tainted Pact is excellent, you play very few 4 ofs, so you can almost always get a broken card with it. The Mystical Tutor lets you recover from Dark Ritual/Duress/Hymn by putting a Timetwister on top, and it also lets you get your Chain of Vapor, which stops Null Rod from destroying you. I went up to 4 Brainstorms, because they work well with Land Grant and the Windfall/Wheel of Fortune/Memory Jar, allowing you to put cards on top that you can't cast now, but might be able to cast later. Also, the extra draw helps make the deck more consistent. I split the Goblin Welders and the Xantid Swarms 2/2 because often the Goblin Welders wouldn't do anything, and I only have 2 moxes so I have less targets to weld. The rest of the deck is pretty standard I think.
Now, new possibilities for the deck: These are cards I've been testing/want to test.
Seething Song: Seems to be too expensive, and gives you red mana, which is not exactly a priority
Diminishing Returns: A 5th draw-7, the double U and 4cc are not good, but the removal of your top 10 cards rarely will hurt you.
Lim-Dul's Vault: Acting as a super Vamp Tutor some times, the problem is the UB cc, which make it difficult to cast
Living Wish: I don't have Mishra's Workshop, so using this to generate mana won't work well, and using it to get Welder/Xantid Swarm is too slow against control. You lose the ability to stop trouble artifacts early, but the Chain of Vapor can help with that.
Spoils of the Vault: Worse then Tainted Pact, too often I would kill myself with it. Can't get restricted cards like Tainted Pact can.
Ill Gotten Gains: Can be good getting back Lotus/Draw-7s, countered spells, etc. Also can make opponent pitch lots of cards if cast turn 1. Bad because of 4cc and double B. Also negative synergy with Windfall.
Serum Powder: Early game helps with mulligans. Once you have selected you hand, however, it becomes major dead weight, acting as practically a mulligan. If any deck in type one was going to use this card, it would be this deck.
Thirst for Knowledge/Gilded Lotus: Lets you get the Charbelcher in the graveyard for recursion with Goblin Welder. Bad because you NEED Goblin Welder, and it is expensive.
FOrce of Will: I will have to do more testing, to see if I can fit it in. Would help protect your combo better then Welder/Xantid Swarm, since it doesn't need to stick around for a turn to become active. I feel like I would have to fit maybe 2 more Blue spells into the deck in order to be able to reliable cast it.
BoP: In testing they where too slow. Might replace the Chromatic Spheres if I take out the Welders, and go for a slower (but more consistent) kill.
When you play this deck, you are looking for a hand with decent amount of mana acceleration, and either a kill or some draw. If Brainstorm is your only draw, then you usually want to be able to Land Grant after casting it. The most tutored for card is Black Lotus, followed by one of the Draw7s. I rarely am unable to get the Belcher in hand when I have the mana to cast it. If you can activate Belcher numerous times (IE, you have 3 mana sources that you aren't going to lose) then you are fine Belching with 2 or even 3 lands left in your library. Otherwise, try to use your draw/tutoring to get your lands before you belcher, unless it is a belch or die situation.
The deck kills turn 1 about 10% of the time, if not interrupted. The most common kill is turn 2, with the occasion turn 3 or later. This is faster then most other combo decks in T1, and all of the aggro decks. Your worst matchup is an aggro-controllish kind of deck, that puts you on a clock and counters your stuff. Slaver is very very bad for you.
I'm pretty sure these figures are correct, I did them by dividing number of cards that generate mana by number of cards in deck, then multiplying by amount of mana produced.
If you have zero mana, for every card you draw you generate .3333333 mana.
If you have 1 mana, for every card you draw you generate .433333333333 mana.
If you have 2 mana, for every card you draw you generate .466666666666 mana.
This is ignoring Lions Eye Diamond (since you lose your hand), threshold, Channel, color requirments, and counting Land Grant as a 0cc/1 mana. This also ignores the Demonic Tutor for Black Lotus play.
This means that when you have zero mana in play, and you cast Brainstorm, it pays for itself. If you have extra mana, then it generates mana (statistically). With no mana in play, the draw-7s produce 2.3333 mana. If you have 2 mana in play, they generate 3.26666 mana.