This is a deck I have been testing over the past 2 weeks on MWS.
Its components are hybrid between the many famous Welder-abusing decks and Fish,
but its play style is intended to be responsive and control-oriented.
Several of the cards in it seem unorthodox at first but the deck turns out
surprisingly good results. It's strongest match-ups are against classic Gifts,
Uba Stax, and 5 Color Stax. I would approximate that it's 66%/33% with
Gifts and 70%/30% with Stax, and 60/40% with Slaver. It's head to head with Oath,
with the entire match-up usually hinging on whether Ensnaring Bridge either resolves or
is Welded/Tinkered into play. The deck has been changing frequently since I
started experimenting with it. Even the latest "refinement" is quite raw. The
most current version that has given me a lot of success is as follows:
Land (19):
4 Volcanic Island
1 Shivan Reef
3 Flooded Strand
2 Polluted Delta
3 Wasteland
2 Island
1 Strip Mine
1 Mishra's Factory
1 Library of Alexandria
1 Tolarian Academy
Artifact Mana (4):
1 Mox Sapphire
1 Mox Ruby
1 Sol Ring
1 Mana Vault
Creatures (15):
4 Goblin Welder
4 Magus of the Unseen
4 Coretapper
3 Gorilla Shaman
Instants/Sorceries (5):
1 Ancestral Recall
1 Tinker
1 Intuition
2 Brainstorm
Artifacts (17):
4 Chalice of the Void
3 AEther Vial
3 Umezawa's Jitte
3 Ensnaring Bridge
2 Null Brooch
1 Engineered Explosives
1 Crucible of Worlds
Sideboard:
1 Ensnaring Bridge
1 Null Brooch
3 Tormod's Crypt
2 Engineered Explosives
4 Pithing Needle
2 Old Man of the Sea
2 Viashino Heretic
This is a reactive rather than pro-active deck.
The deck functions through a combination of disruption and control,
with a small hint of aggression. Control and Combo-based decks are held in check
with Wasteland, Gorilla Shaman, and Chalice of the Void, which, through Welders and
Coretappers, are easily manipulable. This strength may seem trivial at first, but in practice,
it's difficult to understate the profound disadvantage most popular Tier 1 decks experience
vis-a-vis an early Chalice 2 or Chalice 3. Aggressive decks are held back with the Jitte
and Ensnaring Bridges. It bears noting that the Coretapper can add charge counters
to the Jitte without it being equipped to a creature and I find this to be the primary
method of charging it. Meanwhile, Welder-based decks are easy prey for this deck's
own Welders, Gorillas, Jittes, and Magus of the Unseen. What this deck has going for
it is synergy, versatility, and a multiplicity of threats. Almost all of of the main
cards in this deck singlehandedly swing the game in its favor.
Card choices
Mana sources: After testing through well over 60 matches, I find 19 land and
the four artifacts to be the optimal mix. I also consider AEther Vials and Brainstorms
to be quasi-mana sources because the former duplicates their function of allowing me
to put creatures into play and the latter helps to ensure that the right kind of mana
is available. Because of the importance of having reusable mana sources and artifacts
in play, I have opted against using Black Lotus. I am open to testing it again, but
I am finding that having 3 disposable and non-renewable mana doesn't justify both
the card disadvantage and the sacrifice of another land/mana slot in the deck.
Off-color Moxen are similarly unwelcome. The Mishra's Factory in here can be thought
of as the counterpart to Control Slaver's Seat of the Synod. If it shows up with the
Crucible/Welder, then there's infinite artifact recursion. If not, then there's a viable
uncounterable blocker or creature to equip.
Goblin Welder/Gorilla Shaman: need no elaboration.
Magus of the Unseen: For those not familiar, "Cost:

, Summon Wizard, 1/1, [Ice Age],

: Untap target artifact an opponent controls and gain control of it until end
of turn. If it's an artifact creature, it gains haste until end of turn. When you lose
control of the artifact, tap it." Right now, this is an incredible T1 meta-card. It not
only singlehandedly neutralizes the Darksteel Colossus, but it also turns it against its
master, usually for the kill. The fact that Magus can be played via AEther Vial at the
end of the turn that the unsuspecting Gifts/TPS player plays Tinker makes it all the more
fierce. And its effect on Stax, Slaver, Workshop-Aggro, and other Welder-based decks
(including Cerebral Assassin) is even more horrific. The hallmark Crucible/Smokestack
scheme falls apart when you are able to "borrow" their Crucible every turn and, as
often is the case, destroy it by Welding it into whatever you sacrificed to the
Smokestack that upkeep. She also neutralizes an opponent's Welder with the ability to
seize the in-play target at instant speed. And good as Magus is on her own, in
conjunction with the Welder, she yields a game-breaking card advantage. "Borrowing"
an opponent's Sol Ring and Welding it into the Chalice they countered last turn changes
the playing field dramatically. "Borrowing" an AEther Vial, Black Lotus, Mana Vault, Su-Chi,
Mishra's Factory, Metalworker, Time Vault, Sensei's Divining Top, or another popularly
played artifact, even without a Welder in play, tends to net very favorable results. This is
an extremely powerful creature that has been overlooked in all formats since it was released
in 1995, and the current metagame maximizes its effect.
Coretapper: For those not familiar, "Cost:

, Artifact Creature, 1/1, [Darksteel],

: Put
a charge counter on target artifact. Sacrifice Coretapper: Put two charge counters on target
artifact." This is the backbone card of the deck and yet the only main card that does not
have a significant effect on the playing field on its own. Rather, it combines with most
other cards in the deck to procure remarkable and effective results. The two most obvious
combinations are with Chalice of the Void and Umezawa's Jitte. The Coretapper allows me
to lay down a Chalice as soon as I draw it for 0 (assuming the grandiose mana requirements
for heavier Chalices is unavailable in the early game) and later "tap" it up to Chalice 1, Chalice
2, Chalice 3, as needed. This is also especially helpful in converting a Tinkered or Welded
Chalice, because they are automatically set at 0. The synergy with AEther Vial should be
apparent here as well. AEther Vial can both put the Coretapper into play and allow me
to manipulate the Chalices without the threat of locking out my own 1 or 2 casting cost
creatures. But the bond between Coretapper and Umezawa's Jitte is even more effective.
To use the Jitte without ever having to pay for Equipping it or attacking with an Equipped
creature (and often losing the creature in the process) provides a daunting speed advantage.
That the Coretapper can be sacrificed as needed (and then Welded back for more counters
on either a Chalice, the Jitte, Engineered Explosives, or, in an emergency, an AEther Vial)
gives the deck a flexibility and potent edge in dealing with dangerous small creatures or direct
damage/loss of life (from the Jitte's life gain).
Ancestral Recall: Needs no elaboration.
Brainstorm: 2 included primarily to smooth out the mana supply in the early game.
Tinker: To be used as needed. Most common targets are Null Brooch, Umezawa's Jitte, and
Ensnaring Bridge.
Intuition: Temporarily included in the slot originally dedicated to a second Crucible of Worlds.
However, since Intuition costs the same, can retrieve a Crucible (or at least put it into the
graveyard for the Welders), is more flexible and an instant, I am keeping it for the time being.
Chalice of the Void/AEther Vial/Umezawa's Jitte: Their uses are long known.
Ensnaring Bridge: An absolutely essential Band-AID for this deck's critical weaknesses: swarm
decks and large flying creatures (Oath or non-Oath). Of the non-Gifts/Stax/Belcher matches
that I've played, this is been the determinative card in 80% of the games. Barring horrible
mana-screw or a first turn Library of Alexandria, my hand should be empty or near empty on
the third/fourth turn. Once in play, Welders, Chalice of the Void, and Null Brooch help keep this
"artifact super-Moat" around as necessary to lock down an aggressive opponent.
Null Brooch: For those not familiar, "Cost:

, Artifact, [Exodus],

Discard your hand:
Counter target noncreature spell." This is a deck where, because almost all cards are permanents,
and most are Weldable, losing my hand is not much of a sacrifice. In some cases, it's a benefit.
That given, Null Brooch functions in this deck as an Isochron Scepter with a built-in Counterspell
and allows the deck to stop an opponent's disruption or win conditions.
Engineered Explosives: I take this in and out of the deck frequently. It's a good solution for
an early game gone wrong and in the late game its counters can be adjusted as necessary to
deal with threats.
Sideboard: The sideboard is somewhat rough, but essentially, the Crypts are there for Dragon,
the Needles for Belcher, the Explosives are there for Oath, and the others are as needed.
In sum, against all odds, this deck has had a hopeful showing against most of what's
currently out there. It began as an experiment with charge counters (IE going infinite on
a Magistrate's Scepter more easily than I'd ever imagined but I've since retired the card) and
formerly made greater use of the AEther Vial (vialling out Platinum Angel and the like rather quickly).
I'm open to any suggestions and welcome any feedback, critique, tuning, or questions. I'm also
open to ideas for naming the deck. For the time being, I just took the names of two of its
strongest cards and "welded" them together. Thanks for reading.