Hi there i just put a list together and wanted to share this with you.
Since i started to play vintage not too long ago i bet there is much you can tell me about this:
Is this your deck that you want us to talk about or is this a deck you found that you have questions about?
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Okay, now actually talking about the deck:
I love the idea of "WelderStorm" but if such a thing exists, I don't think this is it.
This looks to me like a Steel City Vault deck that has a Tendrils Dropped in it. How often are you casting Tenrdils for lethal? It seems like it would be hard to get the mass of spells required in one turn for Tenrdils to kill in the early or mid game - like Tendrils can only actually kill when your opponent has already fetched and Crypt'd themselves a bunch.
It does exist. I used pilot a slaver/storm combo deck in the mid 2000's. At that time there was a welder deck that used mindslaver as a win condition with tinker/colossus as a back up. There was also a storm deck with many, many similar cards. I combined the two into slaverstorm and piloted it in the northeast with a decent amount of success. When I got back into the game a few weeks ago the first thing I did was touch up the deck and load it into cockatrice. If I had to describe the deck now in a word I would use 'inadequate.'
At its heart it was a blue control shell that relied on a 1 casting cost creature. That key spell is now vulnerable to mental misstep. The best way to counteract that is to run mental misstep yourself. But I had to cut something. Playtesting revealed drain to be the weak link in the counter suite. But if I kept drain I had to turn elsewhere. Well that left stuff like slaver, memory jar - higher cost artifacts that were welder targets and win conditions to cut. Without drain they were a lot more difficult. But if I cut them, there really was not as much reason to run drain. So to compete against blue with flusterstorm, mindbreak traps and mental missteps - the fundamentals of the deck weakened significantly. Compare this to when it used to match up quite well against other blue decks because it had the same card draw engine, the same counter suite but could also run REB's and had a slightly higher threat density. So it controlled the counter wars.
Against shop - well its a blue deck. It loses game one. It used to be much improved in games 2 and 3 but some of the newer cards like lodestone and revoker really hurt the core of this deck. It puts a fast clock and slows down its mana development which equals doom.
Against oath - oath was a die roll. Getting a slaver off early I could wreck oath's hand and leave them in top deck mode. If oath stalled out it could be devastated by a better control package. But if oath went off..it went off. But now - see point 1 against other blue decks. Same issue with the counterspells.
Against dredge - game 1 could go either way in the past and a simple leyline of the void and 1 tormod's crypt from side was usually enough to wreck all but the best of opening hands for dredge. Now I kind of suspect its the same.
I think a welder storm deck can still work and I haven't given up on it. In fact last night I was working on it some more and think I may have found something to counteract what has really killed this deck. Hurt it even more than mental misstep vs welder and flusterstorm or mindbreak trap vs tendrils. And that is Dack Fayden. Yes, I have an answer to dack aside from just running dack himself. But I'm not sure if that answer is good enough against the rest of the field. Dack can just shut this deck down by himself.