Hi all,
during these weeks, we ( me and my team ) tested a lot this build against all the tier decks in our Post Darksteel prevision of the metagame shift.
"Twister" aka Filippo Grigatti is one of the first of us to see how well all the Tools of this deck can work in a better way if coupled with the new 3Spheres. He dropped his usual Workshop.dec build, with Welder and Meditates and fall in love of "this thing"

This is the test build:
( Lock Components: 16 )
4 Chalice of the Void
4 Trinisphere
4 Smockstack
4 Sphere of Resistance
( Available Fats 12 )
4 Juggernaut
4 Su-Chi
2 Karn the Silver Golem
1 Triskelion
1 Masticore
( Avalialble Mana 32 )
4 Metalworker
4 Mishra's Workshop
4 Ancient Tomb
4 Petrified Field
4 Wasteland
1 Stripmine
7 SoLoMoxen
1 Lotus Petal
1 Mana Vault
1 Mana Crypt
1 Grim MonolithProposed Sideboard:
4 Damping Matrix
4 Tormod's Crypt
3/4 Null's Brooch
3/4 Metagame Slots
The deck is astonishingly Brutal. No manipolation. No card drawers. No way to find any card in the deck. His redundance let us realize that this is a "little" ( really not joking ... it is little) problem for a deck that usually need to resolve only one or two bombs to win.The test showed up that it usually have the capability to put so much pressure in the first 2 or 3 turns that you can't "run" as fast as it.
[Why Monobrown PostDarksteel "seems" better than others Workshop.dec]While L&S or WelderMUD need some times and playing turns on setting their perpetuus winning lock ( with 3 or 4 of his lock pieces as Wires, Welders, SmockStack, Sphere ), this build need only 1 Treat in play and maybe one among the 16 Lock Components to slow down a bit the entire game and WHILE it is winning.
While any other Workshop.dec is really difficult to pilot and requires skill and great knowledge of the opponent's deck, this one can ignore him and try to resolve spells after spells waiting the fatidical moment when it is with his pants down..

. Even a bad palyer can win a lot with this deck. Any card in the deck can kill the game it self.
While any other MW.dec require a "coral" work to win, this one can midlessly empty his hand, without thinking at all, in 2 turns and win.
With anyother MW.dec you have to think a lot in a tourney and you can do errors. Maybe lethal errors. If you fail about something with it... simply... "a new Weapon Appear in your hand and you can resolve that new one to win"...
-Shortly:
Brutal way of winning.
No time to deal with all his treats.
[How much the deck is forced to Mulligan?]To being able to answer this question we testify so much this deck that we can state that it need to Mulligan "more than others", but for different reasons in different situations:
I'll explain it better:
Monobrown agaisnt a KNOWN opponent. (Monobrown goes first): Our test underlined that if we want an explosive hand we have to mulligan "medium powered hands" at least the 20% of the games. Of course, I'm taking out from the count all the initial hands that cannot be played for Screw or Flood. I'm referring to "playable" hands to mulligan because it may contains not so much
specific treats for the specific opponents. Mulliganing in a better one appear to be a consistent choice with a rate of ~70% .
Monobrown against a NOT KNOWN opponent.. You mulligan only hands with a tremendous screw or flood. This appeared to be necessary the 15% of the times. ( of course we didn't considered an "hand to mulligan" an hand with only MW AND a Metalworker, even if a FoW and a Wasteland can shut up your entire deck. It is a risky hand that usually wins you too much games to be mulliganed into another usually less explosive one ).
Monobrown agaisnt a KNOWN opponent. ( Opponent goes first ).
This is a not so bad initial position even if some of your "Automatic" First turn Spells usually lose a lot of their lethal impact in the game ( 3Sphere and CotV ). Usually is a good choice to mulligan if your initial hand doesn't contain a Smockstack or a Waste or a CotV. You can't keep slow hands leaving him the possibility to take advantage from his initial turn. Mana denial AND a fat is the sequence to follow to win this game.
Monobrown against an UNKNOWN opponent ( Opponent goes first ).
Luckily for us, he usually don't resolve all his mana acceleration in his first turn, at least if not needed, and you can usually keep hands with anyone of your lock component and some denial components.
Talking about Monobrown and his Absolute Mulliganing Rate, a deck that have only broken lands and that at least half of his deck consist of fast mana, usually didn't need to mulligan a lot as our test is underlining.
Which are his results against top level dekcs?We tested a lot against Keeper, Hulk, Dragon, Lock&Stock, Madness and TPS. The builds of the gauntlet used are the same that usually Top8ed in America and/or in Europe during these weeks and that make an appearance in this forum.
TPS is one of the most broken decks among them but all the hate that monobrown packs in the maindeck usually didn't let it "go off". CotV AND 3Sphere AND Waste AND Fats put the deck in a clock fast and heavy to deal with. 3 Sphere AND CotV for 1 AND Smockstack are usually the nemesis for TPS and they that can easily seal the game. TPS usually can't keep hands without a Duress if he go first and/or a FoW if MonoBrown goes first. Usually the problem is the ability of Monobrown to resolve a double lethal treat in his first turn and this is game for a deck with only 4 FoW and no removals
Keeper is one of the best equipped decks among the gauntlet's ones to deal with Monobrown, but I ( sadly ) can't state that he has an "edge" over it... . Keeper have cheap removals for first turn Workers, it can counter the other treats and can use Wasteland to slow him down. Unluckily Monobrown against Keeper can procede with the "9 Wasteland Mode" and easily screw you so much not to be able to resolve any one of your bombs in hand. A simple Su-Chi or Juggy can conclude the game without problem in a lot of situations and very shortly.
Hulk has Duress and FoW instead of Removals and FoW and if it goes first, the match isn't so critical. A golden hand for Hulk should be with either Duress and FoW and with 2 mana during his first turn to go around 3 Sphere during is second turn. Unluckily a resolved metalworkers is usually game. Metalworkers let Monobrown to resolve his entire hand in a single turn, blocking the Hulk's answers at all. If Hulk has manadenial ( we test either the JP's Version and the Bode's Version with similar results ), he can slow down the game a bit but it loses all the consistency derived of having 3 or 4 Island to Fetch that only the single Stripmine can touch and that stabilze a lot his mana base. BtB is too slow for a deck that can play a lot with only artifacts in play and it isn't usually a great matchup for Hulk.
Dragon can split 50% is winning rate with this deck ( preside ). Smockstacks and all the other lock components can slow that game down, but only Wastelands on Bazaar let you say "I win". Smockstack and a Jugg in play are usually game, but Dragon usually have the capability to Draw games due to your inabilty to deal with his spell once resolved. Dragon have to mulligan aggressively to find an Answer to Monobrown's first turn treats hoping not to be locked by a Sphere plus 3Sphere, that followed by a Jugg is nearly unbeteable for it.
Madness can be considered on of the easier mathup because of the instability of his mana base and his inability to deal with 3Sphere and or Smockstack. His Fats are better than yours but of course you can lock him down without any problem while he can't touch his manabase at all leaving you with Tons of mana and Letahl spell. A first turn Mongrel and a Couple of Bazaar AND/OR Walla/Squee can ket him breath, but he can't be able to deal with your treats in a long term vision of the game and in the worst of the scenarios you can reset the board with a Smockstack before his Mongrels kill you and then restart with your own treats. The crucial point that have to be underlined about the difference about their mana development is that Madness needs a lot of lands in play to deal with Monobrown in a good way, so Somockstack hurts it a lot . On the other hand, your Workers and 1 or 2 lands are enough to produce all the mana you need, so you can recover from a Smockestack in a faster way.
L&S is one of the worst matchup preside, thanx to his Welders. If proactively you can se a CotV for 1, the game is easy for you because your 12 fatties hits the boards earlier than his 2 or 3 winners. On the other hand, his Welders are more effective than any other things against you and usually you are not able to win with fatties with him in plays. Both of the decks have useless cards ( 3Sphere, Sphere, CotV ) if not proactively used, so the ones that draw more of them usually lose.. Post side the edge over L&S can be acquired with Damping Matrix. If you can avoid him acquiring 3 mana for his Rack and Ruin while a Jugg is beating him down you usually win.. otherwise you simply lose. On the other hand, The brutal power of this deck, can overrun all these "teories and statistics" and simply lock the opponents down too fast to be stopped.
After all these words ( sorry for the English used..

),
I hope to have interested you all showing our little work with this deck.
Any critics, hints and suggestion are welcome!

I'll add more details when our test will showed us more data.
<3 cents
Maxx
PS.
The mana base used in the test didn't satisfied me at all. I worked a bit around it and my own test showed me that this one woks better:
4 MW
3 Petrified Field
3 City of Traitors
3 Ancient Tomb4 Wasteland
1 Strip
1 Academy
4 MetalWorkers
XXX all the other mana acceleration
It is a bit more consistent and a bit less Self-Damaging. I don't want to mulligan because of 3 or 4 petrified field in my initial hand..

Cityies AND Tombs speed up my entire first turn and let me resolve my 3 or 4 cc spell more often than any other land configuration. I didn't want to take out all the Petrified Fields because I see Wasteland making apperarence anywhere, so some form of Mana Recurring is needed to this deck.