Gandalf the White wrote...-I would like to see some sort of draw engine in this deck other than recurring with salvagers; i have no idea what, but maybe if drain is included skeletal scryings could be added, or intuition/ak egine, but there has to be SOMETHING
3 Brainstorms (for now), Future Sight and Timetwister are my only draw at the moment. Spellbomb and Conjurer's Bauble also let me draw a tiny bit. The Trinket Mages let me get an artifact out of my deck (sort of card advantage). Edit: The missing draw engine is now due to a redundancy of Spellbombs/Chromatic Spheres. The 4-6 pieces of crap are now replaces with card-drawing Spellbomb pieces of crap!

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Gandalf again...-What are the advantages of playing this deck over other popular combo decks in the format, other than fun and surprise value?
Well, this combo deck has creature beatdown as a backup, and like you said, Fun and Suprise value. It CAN go off rather quickly, like other combo decks, if an opponent does not have an answer right then and there. Other than that, this deck has a long game. (counters, blockers, Engineered Explosives via Trinket Mage as a kind of board sweeper.). It's one glaring weakness is that the Salvagers are the key. No Salvager, no combo.
I couldn't trace down my Type 1 opponent out here to do massive testing, like I wanted, but I'm still on it.
In a deck with a need for disruption, does EVERYONE agree that Mana Drain should be a 4 of or 0 of? At the very least, I pitch it to Force of Will. If I do successfully Mana Drain something, I can almost always use the mana.
Ertai's Meddling is my "anti blue tech". Even for 1U, I can delay their counterspells to uselessness. Or, I can pitch to Force of Will. If a one turn delay gives me an opportunity to win, then I'll take it.
Orim's Chant/Abeyance. Nice... Food for thought...
Thanks guys!