How about the following change:
-1 Darksteel Colossus
+1 PyriteSpellbomb
-1 Volcanic Island
+1 Forbidden Orchard
-1 Tinker
+1 Salvagers
Consider some cases:
You resolve the Oath of Druids trigger
With Dark Steel Colossus, you have 3 turns to win. Â First turn summoning sick, + 2 attacks. Â Sometimes you win just by emptying your deck into your graveyard, but that's the same with Salvagers.
With Salvagers, you might win this turn. Â Say, around than 50% of the time. Â If the lotus goes into the graveyard you can get arbitrarily large amounts of mana, and use it to do some pretty sick things. Â If you can trigger Oath again, you almost assuredly win if you can resolve Krosan Reclamation to avoid decking yourself.
Consider the gifts stack:
DSC version:
tinker, time walk, recoup, y. will
There are lots of different cases, but some of them require at least 7 mana to win "this" turn.
Salvagers version
Salvagers, burning wish, recoup, Lotus
Assuming they have no counters, no matter what combination of cards they give you, you need only 6 mana next turn to win. Â If they give you wish and recoup, you wish for Reanimate from the sideboard and bring back salvagers, salvage lotus, get a lot of mana, and then recoup gifts to get pyrite spellbomb for the win.
Yes, you do lose the naked Tinker for Colossus on turn 2. Â On the other hand, Salvagers in hand is a lot better than DSC in hand.
You are more vulnerable to pithing needle. Â But you are much less vulnerable to Goblin Welder, who is played way more than the needle. Â You are less vulnerable to Gorilla Shaman, because you don't need Tinker-food.