Here's my current list:
// Lands
4 Bazaar of Baghdad
1 Urborg, Tomb of Yawgmoth
4 City of Brass
4 Gemstone Mine
2 Underground River
// Creatures
4 Goblin Welder
3 Squee, Goblin Nabob
2 Sharuum the Hegemon
2 Sundering Titan
1 Duplicant
1 Triskelion
1 Magister Sphinx
// Spells
1 Black Lotus
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring
1 Mana Crypt
1 Possessed Portal
1 Memory Jar
1 Ancestral Recall
1 Time Walk
1 Tinker
1 Careful Study
1 Vampiric Tutor
1 Imperial Seal
1 Demonic Tutor
3 Entomb
3 Duress
3 Thoughtseize
3 Animate Dead
1 Exhume
1 Darkblast
// Sideboard
SB: 4 Ancient Grudge
SB: 4 Ray of Revelation
SB: 4 Show and Tell
SB: 1 Balance
SB: 2 Pithing Needle
Keep in mind that all my recent play experience with this has been in the MWS meta.
Notable absenses after testing:Inkwell Leviathan - Sundering Titan ends up being better in almost every situation. Easily and often hit by artifact sweepers, without the benefits of blowing up land in the process that Titan provides. While it can't be hit by opposing Welders, I almost always managed to take them out with Darkblast or Triskelion anyway, making it irrelevant. In addition, you can't Weld it out for extra land distruction like you can with Titan (for the rare occassion that it's relevant).
Platinum Angel - Magister Sphinx replaces it for me, especially since people appear to be running Rebuild/Hurkyl's Recall.
Tolarian Academy - For me, there's usually not enough artifacts in play for it to be better than Island. Now that Intuition is out in favor of Entomb, there's less incentive to run it. I've been testing a couple of different replacements.
Yawgmoth's Will - I switch between running this, and running other things in its place. It seems better in theory than it ends up being in practice. Early game, I always wish that it was something else. Late game, it's not much better than Regrowth, and shuts down the graveyard interactions for the rest of the turn. I'll probably come back to it, but for now, I'd rather run something more proactive.
Notable inclusions:Magister Sphinx - It's almost like a hybrid Platinum Angel and DSC. In addition to being able to use it on yourself to run your life total back up, bringing it in with a welded Sharuum ends the game next turn. With an early Tinker, it can work as a psudeo DSC (technically more efficient, as it can deal 15 damage in the same time frame that DSC would deal 11).
Memory Jar - Helps get more stuff out on the field, helps get robots in the yard. Digs deep with the aide of untapped Bazaars in play. Needs more testing before I can be sure whether or not it's a win-more card.
Urborg, Tomb of Yawgmoth - My current Academy replacement. It provides a way to use Mines without using up counters, it allows alternate uses for Bazaars, and it allows Sundering Titan to hit any land that you want. I've used it in this manner to get rid of opposing Bazaars and the like.
Squee, Goblin Nabob - I tried cutting these down, but found that Bazaars were stuck in self-mill mode way too often, which left me wishing that I had included Squees so I could dig for answers. I'd rather have a useless Squee in some instances than to give my opponents free Time Walks in other instances.
Triskelion - IMHO, this guy is worth running over Triskelavus due to how tight the mana tends to be.
Sideboard explanation:Ancient Grudge - In addition to the obvious, it helps provide weld targets when the opponent tries to play around your Welders. Works great with Entomb.
Ray of Revelation - Hits Leyline, hits the post-board stuff in Parfait/Tax (Humility, Wheel), hits Oath. Oath used to give me trouble, but now that I'm running 4 of these along with the maindeck Darkblast, Oath is much easier to take on.
Show and Tell - Used when you know that the opponent is going to be siding in alot of hate against Welder, Bazaar, and your grave in general. While they're wasting time dropping Needles, Crypts, and Leylines, just walk right past them.
@CA in general: Ive been thinking generally that time vault is actually better than timewalk in this deck. Even without the key, just untaping vault with a portal in play is busted enough. Running both is a good thing, but timewalk doesn't really do so much here, other than a cantriping lightning greaves for welder. The potential to just reandomly win off timevault does so much more here, and it even swaps out to bring in robots. Timewalk does none of these things, so i would run vault before walk (but maybe both)
I don't think that Vault interacts with Portal the way that you think it does.
I also really think that gifts is a better choice than Intuition. There isnt much space for intuition with the inclusion of entomb. If i think would i rather have one intuition or one gifts in this deck, i generally would say gifts. Its just a more versatile card, and with life from the loam gifts can even be a tutor for bazaar.
CC is a bit too high for this deck. Intuition was always better before, and now Entomb is better.
There is a realization ive just had that seems rather obvious, yet had escaped my notice. Urborg, Tomb of Yawgmoth is really good here. Or actually in anything running titan.. Everything is a swamp, thus no land is safe from titan's effect.
Thanks for this suggestion. Academy was most useful to me when we still had to run Intuition. Since those days are behind us, I've been quite happy running Urbord in its place.
Including Urborg makes it tempting to include some number of crop rotations. Rotation can get bazaar, urborg, academy, strip, and shop. If i were to run rotation i think cutting one bazaar for a workshop is a solid plan. Having access to rotation into shop/academy makes "hardcast huge body" a workable plan B.
Crop is probably not so good here. The land compliment is minimal here anyway, so risking having them countered at the cost of an existing land seems like it wouldn't be worth the risk. In addition, we've got about as much card-disadvantage as we can take.