Why yavimaya coast instead of duals?
To be able to withstand sundering titan, a critter of choice here in many decks. But they will be replaced by rainbowlands soon. More flexibility that way.
if I could play my hand on turn 2 with a metalworker I could play my hand by the end of turn two anyway. since all my moxen basically count as 2 mana for my affinity doods.
As you can see i do not play any affinity critters. Reason is that most are not clampable. As skullclamp is your main drawengine you should not be affraid to clamp dudes for cards. The more cards you draw the more threats you have and the more mana you can make. This deck is not about hitting people with many critters, but to hit with a few but then very hard. As said, turn three kills are very common when not opposed. Another thing a lot of people seem to forget is that an early FoW will cost your opponent 2 cards, making it a lot harder for him to combo early on. Chalice 1 is annoying but still has to come down turn 1 to be really effective. Null rod is aanoying but you can still hit with dudes and most decks that run null rod are not that quick themselves. To get back to metalworker, it is not so much to cast critters as it is to use skullclamp to its full potential. When using metalworker with two moxen in hand those moxes axtually render you 6 mana, which means, casting a 1/1 dude, clamping it (getting 2 cards) and do that 2 more times, actually rendering you 6 cards. So metalworker as well as cradle are part of your draw engine. It also helps you get out your finisher, trike more easilly.
turn 1 metalworker turns any form of artifact distruction into a timewalk.
The opposite is true as well. If they do not destroy or counter it they will lose. I prefer to see the positive things of it. Most decks play less artifact destruction than i play metalworkers.
Arcbound crushers and creatures like frogmite are fantastic vs rods because they make artifacts good whether they work or not.
Null rod is annoying, but as said, null rod slows everybody down and mostly i have more critters than the opponent. And modular still works. Besides, they (frogmite and crusher)hamper your drawengine, so basically are dead draws.
So is your plan against a turn 1 Rod or Chalice to just beat with 1/1s? It looks like Chalice at 0-2 will look like it really hurts. I'd also wonder how you deal with mass bounce that almost all decks play 1 or 2 of. You don't have any means of preventing it from resolving like Stax has SoRs and mana attack.
Null rod as said before is annoying but can be dealt with with the naturalize. As said before, people playing null rod will be slow and will have less critters. So yeah, beating them with 1/1 will help a lot and modular as well as retriever still work as far as i know.
Chalices actually hurt, but still can be dealt with. As most decks are hurt by chalice 1 or 0 due to power this deck is as well. Still this deck has some winconditions left after those 2. Naturalize again helps as well as having more chances of hitting the board with something costing 1 or 2 sooner than a chalice. Again the positive thinking actually works. The only decks actually not hampered by chalice 1 are dragon and staxx. Dragon was bad enough but not much played, staxx is an autowin anyways and keeps that way.
Mass bounce only becomes a problem when played EoT. Obvious but you will force your opponent to either cast it early to buy him time or do it during attack when you beat him to death after which you still can cast all again.
How do you not flat out lose to Energy Flux? Does Eon Hub come out quick enough?
Eon hub could help here, against oath as well, but it seems a bit slow. The best thing against energy flux actually is tolarian academy or gaea's cradle when having multiples. Another solution is naturalize or having a metalworker with 3 or 4 artifacts making sure you keep the pressure. Flux actually hampers opponents as well which gives them but also me the chance to build a board. Mostly i am faster.
I am not saying this is the new deck on the block, i am saying it has a chance against anything. It has possibilities against anything. The disruption maindeck is few to zero. The choice to do this is pure speed. All disruption goes against the synergy of the deck. This is to look forward, not backwards. Just imagine to have a 1/1 with 2 moxes, a plating and a random other artifact. Together with 2 lands you can do 5 damage turn. Also realize that necro and bargain lose their value quickly this way. With a clamp this artifact heap could become very big very soon. And it is a lot of fun beating somebody's face in with a former type 2 card while he has a heap of power in his hands. It is not the new comming, it is a nice deck that can easilly beat face and is very consistant.
One last thing. Mass bounce when played by an opponent mostly means they are at the defence. This means they will either have used resources to get to the bounce, rendering their gameplan less effective, or be a lucky topdeck. And that last one is part of the game. annoying but you win a lot and lose some hehe.