Hi all,
Thanks for your answers. I will try to answer few questions that were asked :
Grand Inquisitor :
but you could also gain by not mentioning matchup win %'s which are widely viewed as unuseful for deck discussion since testing is hard to verify.
You are right, I shoudn’t have used %. My idea was just to provide overall indicators according to my testings. And sure, this is only my constatations, not really representatives.
Grand Inquisitor : Are the other lock pieces effective enough so that you don't need chalices, leyline, etc?
Do you ever draw too many Karn?
+When it comes to Chalices, I tried it a lot, because I like this card and here are my conclusions.
Chalice for 0 is good on the play but not necessary considering the other cards of this build : spheres+karn deals quite well with moxes => most of the time, the mox mana acceleration cannot be used the same turn the mox is played, because of sphere.
Chalice for 1 is a direct play, but is really not a game over (ancestrall/brainstorm in response to chalice, it doesn’t counter opponent best cards, ….)
Chalice for 2 is very nice but it kills all your spheres. Then opponent can use all its resource to find a chain, a rebuild of a repeal…
The chalice plan is extermely powerful if you succeed in casting chalice for 1 and for 2…, very difficult.
So I gave it up… And I have to say that I don’t really miss it.
+ 3 Karn is really nice in my testings: generally, when karn comes on board, I already have other artefacts so it becomes a huge threat the same turn it arrives on board (not really impacted by the summonig sickness

). Opponent has to deal with it very quickly. As a result, I nearly never have 2 karns in hand or 1 in hand and 1 on board. Either there isn’t enough time to draw another one, I have won game before. Or the first one has been countered/destroyed and then I am very glad to draw another one.
+ When it comes to the efficency of the other disruption piece against combo/will deck, i feel comfortable with the 9 spheres, 4 tangle wire (+welder), 5 Waste and Karn to eat moxes. It buys you a lot of time, allowing you to race them with your own guys. In this matchup - like in any other in fact - the huge mistake is to try to settle a hard lock. This deck is really not about controling the game or hard locking opponent, disruption is there to provide you with the necessary time to rush with karn/triskell or to put on board safely staff of domination with metal worker.
Grand Inquisitor : 0 Crucible of Worlds. This seems strange given how good wasteland can be right now, and how well they supplement the sphere plan. What were the reasons for not running it?
Crucible is really strong to protect you mana base and also to lock thanks to wasteland.
The first benefit is not so important for this build, as it has been said by madmanmike25, because i have metal workers (+serum).
The second benefit is interesting but in my testings, it was not such a bomb, with regards to the tempo of this deck. You put it early game, it is not a direct threat. It is a threat that says – if I have a wasteland in hand or in graveyard - deal with me or in the next turns, you won’t have any more non basic land. I nearly always wanted to draw something that have an impact on game right now (same idea as Ray's Staxless), or to continue my mana inflation.
It is also important to notice that I don’t always have a waste in hand (or my graveyard has been removed) and so this card is sometimes totally useless. I am not using the bazaar draw engine that helps you a lot finding your wasteland. Not even mentionning decks with a sufficent number of basics...
Grand Inquisitor : Also bottled cloister seems weak in a format full of merchant scroll
When it comes to bottled cloister, I have to say it is strange. I do agree, the card is apparently not the best bomb of this deck. But in my testings, I have nearly never been disappointed with 2 of them. It nearly works as a dark confidant, refueling my hand very efficently, without the life loss. It becomes a 4/4 creature with karn on board. It can be tapped for Tangle Wire…
Moreover, as madmanmike25 said, I nearly never have pb with the “remove your hand”. It has even helped me a few times protecting me against discard disruption.
I agree with you, I am not sure this is the best use for those 2 slots, but I don’t know why it worked so well with me (even if it breaks the “direct effect“ rule, that I tried to apply to each cards of this build).
I am really ready to take into consideration propositions to replace those 2 slots, right now I didn’t find a better challenger…
madmanmike25 : I have played enough with Workshop decks to take a stab at GI's questions. Of course, these are my own opinions so beder can disagree with them if he feels they are inaccurate.
Don’t worry, you helped me a lot providing those elements, I totally agree with your answers

And11 : Is your base of lock components really sufficient?
When it comes to combo/gush decks, I tend to think that the lock components made of 9 spheres and tangle wire is sufficient to slow them really down, allowing me to beat them strongly with my creatures/artifact.
When it comes to flash, “I don’t know, I didn’t test it”

. And you are right, this is really a point I have to check.
But I feel like I can slow them down a little bit, just sufficiently to put on board one of my creatures, that will buy me more time. What I can say is that with this deck, a karn or a triskell is very quickly on board.
But again, I must test to validate or invalidate my thoughts.
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Then, I would like to point out different points when it comes to analyse this build :
+ the use of serum powder, that are very powerful in this deck :
- my starting hand generally has at least 2 bombs in hand
- this card is not useless when I draw it during game : can be a 3/3 attacking creature, can produce one more mana that is often very useful when it comes to be able to play under the spheres without being slow down, or to draw a card thanks to staff of domination, or to tap huge creature thanks to staff again.
+ thorn is not as symmetric as sphere : I play 12 creatures so those 12 spells are not affected by thorn, allowing me to play very quickly, even casting 2 bombs a turn. Moreover, one of them is a huge mana producer.
+ the draw engine of this deck is pretty efficent, allowing the "continue mana inflation in mid game" : staff of domination, bottled cloister, memory jar or even welder participate very efficently in fueling the engine (serum for the starting hand, draw engine made of different pieces for mid-late game). Perhaps the most important objective of this deck is to succeed in moving from the early game to the mid game while continuing the improvement of the soft lock. If there is a hole in the chain, then against some decks this is a game over.
+ this deck has to be played aggressively, the mana inflation mechanism is only a soft lock, a nice and easy way to slow down opponents (or prevent them from comboing), in order to allow me to
- put on board one of my creatures, providing at the same time a board solution (mox for karn, little creatures for triskell) and a nice clock
- sometimes put on board the combo Metal worker/Staff, which means game over in the turn
Hope my answers were sufficiently detailed (and that my English is understandable

)