@ironcladlou - thanks for list. I do have a couple of questions. What is your meta like? Can it battle workshops well? Also from the looks of it, this list looks like it has a lot of trouble dealing with threats after they already hit the board but I may be overlooking something.
I will definitely be testing out your list in the future and look forward to working with you guys to make our decks better.
Meta has been pretty broad. The deck has won and lost against everything from workshop to dredge to oath to adnauseum. It's generally proven to be a versatile deck against a lot of match-ups, although the bane of none.
For big post-board removal, Weirding is the ticket. It's saved me a couple times against Oath. You can fetch Weirding using Matron or Recruiter given that its a goblin spell. While Weirding is far from perfect, its come through enough times to have proven a solid value. Generally though, my most common problems are the little dudes who get in the way of Lackie and Instigator, which is the reason for running a full place-setting of Fanatics. A Fanatic's one-damage potential is a huge disruptor, and their self-sacrifice ability makes them very strong against Dredge.
As for Workshop... ha, that all depends on the game – and generally the outcome of the first turn. Lackies and Instigators are great against Sphere because they circumvent all casting costs. If you can get an Instigator through second turn and search out some hate, you stand to hold some board position. The main-deck combo for artifact hate is Kiki-Jiki and Tuktuk Scrapper. By copying a Tuktuk, you trigger ALL Tuktuk artifact kill abilities... so two Tuktuks destroy two artifacts and deal 2 damage (each) in the process. If you can copy Tuktuk on both your opponent's and your own turn, then you get two artifact kills on your opponent's turn and another three on your turn... that's five artifacts killed and 13 damage dealt. Not bad. Board in some additional artifact hate, and you've at least got means to stand your ground.
Overall, while this deck has its unique challenges against the meta game, I don't necessarily see it as having excessive handicaps beyond what most decks face. While I don't think it's a top-tier deck, its holes aren't necessarily bigger than other decks – its power plays just aren't as strong. Again, you've got to keep in mind that the key player here is Earwig. If you can dispose of an Oath deck's standard three monsters, or an Adnaus deck's three tendrils, or remove a Time Vault and two Tinker targets from the equation, then you've already covered a lot of distance toward holding the board. Generally, Earwig is your single most important and aggressive play, with all other pieces just acting as aggro-combo support. While Lackies and Instigators are awesome, I'd gladly sack them to a Prospector for the sake of making a bigger and better play.