*I didn't want to necro the old thread, but if it is appropriate, I will delete this and post on the old thread*
With the new rules and the new metagame, I think it is time to look at this deck and maybe bring some modifications. I will post the deck I am testing with good results and then discuss some choises:
Mana (27)4x Wasteland
1x Strip Mine
7x Mountain
4x Mishra's Workshop
2x Ancient Tomb
1x Tolarian Academy
5x Moxes
1x Black Lotus
1x Sol Ring
1x Mana Crypt
Creatures (18)4x Goblin Welder
4x Juggernaut
4x Razormane Masticore
2x Karn, Silver Golem
2x Gorilla Shaman
2x Magus of the Moon
Spells (15)1x Trinisphere
4x Thorn of Amethyst
4x Chalice of the Void
2x Crucible of Worlds
4x Sculpting Steel
SB2x Magus of the Moon
2x Lava Dart
4x Null Rod
4x Tormod's Crypt
3x Viashino Heretic
First of all, you will see that there are no Solemn Simulacrums. While I really appreciate their mana fixing abilities, I feel that they don't provide enough of a clock to fit the deck. Losing the ability to stack their damage then weld them out makes them also less attractive in my eyes. To compensate, I have added an extra Mountain to the mana base, and I am pleased with the results. Color screw does happen, but not nearly enough to make me go back to using these guys.
You will also notice the lack of Triskelions. These are probably the most hurt with the combat changes and lose a lot of power. Which is why I replaced all four with Razormane Masticores. These guys hit as hard, don't care about the new rules and cost less to boot. You do lose some Welder pinging tricks, but you can also gain some others via the upkeep cost. And to top it all off they are unaffected by Null Rod which I have in the board (can be main too, more on this later) and which other aggro decks are bound to have against you as well.
This leads me to another card that is missing from traditionnal lists: Sword of Fire and Ice. Although I love the card, I don't think it fits in this deck (especially since I replaced some of the smaller creatures for bigger ones: Solemns -> Juggernauts). It is the most usefull against aggro decks, but then again you aren't even sure that you will be able to equip it because of Null Rod. That said it does enhance Welders, Shamans and Magus but combined with all the disruption, I think they are not needed.
Also in the creature base are 2 Karns and 2 Gorilla Shamans. I absolutly love the Shamans as their effect really goes well with your strategy. It slows down the opponent (and shuts off Time Vault with 5 mana) while your beaters get the job done. Combined with the other disruption it can steal a lot of games. Karn serves the same role, but can beat as well and holds back Inkwell Leviathan all day. I have considered playing more Shamans, but opted not to since I already have quite a few Red spells and they don't do much in multiples. So I think a 2/2 mix is right.
Finally Magus of the Moon. Recently I have relegated this guy to the SB because he just doesn't do enough against the field I am up against. However with Crop Rotation unrestricted, I expect a lot of Strip Mines to be present, as well as possibly more Dragon, Cerebral Assassin or other decks abusing the GY. So this guy becomes more interesting as it basically shuts down Strip Mine and Bazaar. On top of that he is golden against Dredge, Oath, Fish so I think it should be played again. I only have two though because against Drains he is mediocre. They frequently have 3 Islands MD so it hurts the effectiveness of the Magus. That is the reason I have the other 2 in the SB.
Speaking of Drains, with Thirst restricted, I believe most players will now adopt Inkwell. Since Tinker -> robot is a problem for this deck, I included Sculpting Steel (SS) as an answer. The beauty of SS is that not only does it answer Leviathan, but it also puts the opposing player in serious trouble. Thats not even counting when you copy it twice (totally overkill, but lots of fun

). Should the opponent play another robot, no problem, SS answers them all. If your opponent doesn't play Tinker, well then SS isn't even dead since you play artifacts. The most common cards that I copy are Juggernaut and Thorn of Amethyst. Even if you don't like SS, I think you need an answer to Tinker main, be it more Karns or whatever else.
Thorn and Chalice is what makes the deck great. Thorn is most often a Time Walk allowing you to bypass Drain, and Chalice all together shuts down Drains. And is usefull against everything.
Then there are the 2 Crucibles. These two slots are open, but I think with Crop Rotation here now, that an answer to Strip Mine is important. It also helps lock down an opponent via your Wastes.
Null Rod absent from the MD. I am not sure that this is the right call, especially since only the artifact mana and Karns are affected by it. I am currently testing:
-2 Magus of the Moon (moved to SB)
-2 Crucible (moved to SB)
+4 Null Rod
It definatly improves the Tezz match up as well as TPS, but weakens Stax, Ichorid, Fish, Oath...So I guess it comes down to what you are expecting to face. Either way, I wouldn't play this deck right now without 4 Null Rod and 4 Magus of the Moon (MD or SB).
No Memory Jar: with Null Rod I don't think it is the right call to play it, however it is just so explosive...I could very well be wrong on this.
No Sensei's Divining Top: These smooth out your draws a lot, however this version is pretty aggressive and the loss of Solemns means no more shuffle effects. And it gets hit by Null Rod...Not worth the space in my opinion.
No Mishra's Factory: I have tested these, and they are really great, however with 4 Magus of the Moon, their value declines. Also the fact that I want to be able to power out Juggernauts, Masticores and Chalices early, so Ancient Tomb got the nod.
Final note about the SB:
No REBs: they can really be gamebreaking, however too often I find myself having to decide between playing a threat or doing nothing and holding back mana to play this. I don't think that it fits the deck's strategy and there is not much synergy with Thorns and Chalice (which I often play @ 1 vs combo, which is where REBs shine at stopping Rebuids).
Tormod's Crypt: I am debating using Leylines instead as I find myself too often caught with a Chalice @ 0 played by the Ichorid player shutting me down. However Leylines cannot be welded back in...Thoughts?
Lava Dart: Great against opposing Welders, Confidants, Hierarchs, Selkies, Gorilla Shaman, and the list goes on...
So if you have other opinions, suggestions or anything else, post away!