I played this deck yesterday in a 68 person tournament in Minneapolis and went 6-1 in the swiss earning the top seed into the top 8 (where I promptly got rolled, but such is life).
Beaters
4 Juggernaut
4 Su-Chi
3 Frogmite --> these will be Trinispheres in the future
3 Arcbound Ravager
2 Triskelion
1 Sundering Titan
Utility
1 Ancestral Recall
1 Time Walk
1 Tinker
2 Transmute Artifact
4 Thirst for Knowledge
1 Memory Jar
4 Goblin Welder
3 Shrapnel Blast
Mana
3 Darksteel Citadel --> 1 Mana Crypt & 2 Shivan Reefs will be tested here
3 Island
4 Volcanic Island
4 Polluted Delta
1 Tolarian Academy
4 Mishra's Workshop
7 SoLoMoxen
SB
3 REB
3 BEB
2 Hibernation
3 Rack and Ruin
1 Karn, Silver Golem
1 Tormod's Crypt
1 Duplicant
1 Platinum Angel
In retrospect, I made a couple of bad decisions, the primary one being having no answers for combo decks, I don't know what I was thinking building my board that morning, but I obviously wasn't thinking clearly.
The thoughts behind the cards:
The Juggernauts & Su-Chis are selfexplanatory, though Su-Chi is better in my deck than most for reasons that follow...
The Frogmites are there to provide mid-casting cost artifacts to be transmuted, they pulled their weight yesterday, but for now I'm going to test Trinisphere in their place.
Arcbound Ravager isn't completely abusive in this deck like in others, but he is so useful, he's definately worth playing. People seriously worry when he is played. He gives you (with Welder) 8 solid turn 1 plays even without a Workshop presuming you have any acceleration in your opening hand, that people at least seriously consider Forcing. He allows you to sac artifacts to dodge Artifact Mutation and he has the major benefit of making a Triskelion much more dangerous. Lastly, he allows you to ritual away a Su-Chi for 4 mana on those rare instances you absolutely need the mana burst.
Triskelion is the heart of the beaters. He wins games you have no business winning and Ravager + Trike is good times. Twice yesterday after I attacked my opponent was at 13+ life and I sac'd some of my artifacts to Ravager, sac'd the Ravager to the Trike, fired 8+ tokens at my opponents head and then Shrapnel Blast'd for the win. Of course, this isn't recommended strategy against control, but I won several aggro matches this way.
The utility cards are mostly self explanatory but 2 are worth discussing.
Transmute Artifact is the best card in Type I no one plays. Its oracle text is:
Transmute Artifact

{U}
Sorcery
As an additional cost to play Transmute Artifact, sacrifice an artifact.
Search your library for an artifact card. If that card's converted mana cost is less than or equal to the sacrificed artifact's converted mana cost, put it into play. If it's greater, you may pay the cost difference. If you do, put it into play. If you don't, put it into its owner's graveyard. Then shuffle your library.
This card's synergy with Affinity guys and Su-Chi is amazing. If you transmute Su-Chi, you can search for an artifact that costs up to 8 (Sundering Titan) and put it directly into play. Frogmites come out pretty cheaply in this deck and Transmuting a Frogmite + 1 mana = search for Memory Jar, put it in play. Another benefit is, if it gets Drained, they only get 2 mana. At one point I was playing 4 which seemed like too many, and I've settled on 2 for now but 3 may be the right number. Having 3 Tinkers available also means one of's in the sideboard are useful. That was my reasoning behind the singleton artifacts in the board.
The mana seems pretty straightforward also. I was a little starved for red in the face of a heavy Wasteland draw and wouldn't mind figuring out a way to get another red source or two. Also, I've considered Glimmervoids or other multicolor lands to give me access to Yawg Will. The Citadels are the obvious candidates for change, but I will say they had their moments of being handy yesterday to sac to Ravagers or be Tinkered away.
For matchup analysis, I haven't tested dozens of matchups versus the various archtypes but my overall impressions are:
I tend to do pretty well against other aggro, even if it has Null Rod. My guys are just generally bigger. If they don't get Null Rod in play Triskelion mows down goblins and other weenies. Against Food Chain, matches seem pretty even, though a well timed Trike or Memory Jar can ruin their day. Oshawa can be pretty tough is they get a good draw.
Against control decks, you have the tools to beat them, of course it won't always happen. I had great matches against control players yesterday and I lost to 1 keeper deck and won a couple of other matches. I have no idea what the percentage is, but you have the tools to compete with control.
Against combo, you have some answers for Dragon (Crypt, BEB), Charbelcher and Draw 7 are brutal though right now. I hope Trinispheres will make a difference here and some sideboard changes will help.
The only maindeck change I'm going to make based on yesterday's experience is -3 Frogmite, +3 Trinisphere. The sideboard needs to be reworked also, and I'm open to suggestions or if people have other maindeck ideas or questions as to why I've used certain cards.