A single cap activation will remove from about half, to all of workshop's win conditions. A single sunforger activation, that is, assuming you can get all the mana together to play equip and activate sunforger, will destroy 2 artifacts. And that is without assuming that you probably gave the workshop player 3 completely unmolested turns to play equip and activate sunforger(not to mention the creature you have to equip it to). I hardly call that beating workshop. Cap will come closer to exhausting the workshop player's ability to win than sunforger will a large percentage of the time.
While many of the Sunforger criticisms in this thread have been on point, this is one with which I'd have to
disagree. Activating Jester's Cap is only remarkable against Stax if you are playing against 5C Stax and you
remove some of their bombs like Strip Mine, a Tinker target, or Balance. Vs. Uba Stax (or its offspring
"The Jester"), the game is all about board position. The only remarkable Cap targets would be Strip Mine, Karn,
Silver Golem or Crucible of Worlds if they don't already have one in play/hand, and in each instance the Sunforger
activation would be superior. For instance, I'd much prefer the effect of Rack and Ruin v. Stax than a chance to
remove 3 lock pieces not yet in play from the most redundant Tier 1 deck out there. I'd also rather Lava Dart a
Welder than remove Karn, a Crucible, and a Strip Mine from an Uba library.
-Brian (BPK)