So today I would like to discuss the advantages of running a deck with Master Transmuter --
Just kidding. For those of you who don't know me, my name is Hrishi. I started playing Magic two weeks before Vintage Champs last year. After watching the broadcast of Vintage worlds, I decided that every other format was inferior and this was the format I wanted to play in. My friends always joke that there is something wrong with me because my favorite cards are Tinker and Yawgmoth's Will.
Anyway, the East Coast is a fantastic area to play. I started off by playing TPS. One of the things I have always wanted to do was to build a deck that I could call my own. When I say that, I don't mean a deck that is casual playable, but an actual semi-competitive deck. While this might still elude me, I would like to think that I am getting there.
I started the process by simply pouring through tons of old cards. Old cards seemed to have a certain mystique about them, especially because I never played with them before! One of the cards from Antiquities caught my eye.

Unless my eyes deceived me, this seemed to be Tinker number 2, 3, 4 and 5 when it came to finding and putting Time Vault into play! While this does seem to have a little bit of hyperbole, this card does have certain advantages over even Tinker. I felt that when a card could be compared favorably to Tinker, it was worth building around.
So the crucial part of Transmute Artifact is that it does everything Tinker does, except you have to pay the difference in cost. Now, this might seem like a huge deal, making it a lot worse. However, there is a hidden advantage to using this card over Tinker. If Transmute Artifact gets countered, you do not need to sacrifice your artifact. Furthermore, you can tap your Moxen and float the mana you require before casting Transmute.
All this is well and good, but where do I go for a complete deck? Transmute Artifact costs UU, which pretty much relegates us to a very blue heavy shell. I envisioned a big blue control shell that's primary win condition was assembling Time Vault and Voltaic Key. So what else did the deck need?
Tinker seemed like an automatic inclusion, for both the Blightsteel plan as well as an extra Transmute to find Vault or Key. The problem was most of these cards are very hard to exclude in a blue deck anyway, what else was I going to put into a deck like this?
My first thought was to use Trinket Mages to find Key and other artifacts, but this ended up not working so well. While Trinket Mages worked decently, they were cumbersome and did not do much to advance my plan. I had to look elsewhere. At this juncture, a few friends of mine (sylverfyre and Samoht) suggested this little card from Planechase.

Do you see the amazing synergy this card has with the shell I came up with so far? Let me list out the reasons why this card works so well.
1. It is card neutral, since you get to cantrip once you get it to enter the field. If your opponent ends up needing to waste removal on it, that's great, you just 2-for-1'd your opponent.
2. Flying + Deathtouch makes it a fantastic blocker against anything. This also feeds into making your opponent waste removal on it.
3. It dodges non-artifact hate and can block anything shops throws at me.
4. It deals with Jace so well. They pretty much cannot bounce it because you are drawing a card EACH TIME you replay it.
5. Most importantly, it is an artifact. That means it is a free Transmute into Time Vault. It means that when you sacrifice this to Transmute Artifact, you only need to pay UU to deploy Time Vault onto the field right from your library.
I was very satisfied with this card. Obviously it costing UB is a little restrictive, but I am looking to play these colors anyway. Throw in a few more auto-includes from both Blue and Black, and I had a solid shell to play with. This is what I ended up with.
Oh, and if it was not obvious, the name is just a dumb joke I had with a friend of mine and it just sort of stuck because I am new and bad at Magic and did not know Master Transmuter was a real card.
Decklist//
Land2 Island
3 Underground Sea
2 Volcanic Island
1 Polluted Delta
4 Scalding Tarn
1 Tolarian Academy
1 Library of Alexandria
1 Strip Mine
//
Artifact Acceleration1 Black Lotus
1 Mox Sapphire
1 Mox Jet
1 Mox Ruby
1 Mox Emerald
1 Mox Pearl
1 Sol Ring
1 Mana Crypt
//
Creatures3 Baleful Strix
1 Blightsteel Colossus
//
Other Artifacts1 Time Vault
1 Voltaic Key
1 Sensei's Divining Top
//
Broken1 Ancestral Recall
1 Brainstorm
1 Demonic Tutor
2 Jace, the Mind Sculptor
1 Time Walk
1 Vampiric Tutor
1 Yawgmoth's Will
//
Win cards1 Tinker
3 Transmute Artifact
//
Counter Suite4 Force of Will
2 Mana Drain
2 Mental Misstep
2 Spell Snare
1 Flusterstorm
1 Misdirection
//
Others4 Gush
1 Lightning Bolt
SB: 4 Ingot Chewer
SB: 2 Viashino Heretic
SB: 1 Mountain
SB: 4 Grafdigger's Cage
SB: 2 Nihil Spellbomb
SB: 1 Toxic Deluge
SB: 1 Inkwell Leviathan
Card ChoicesThe ManabaseWhile it looks pretty standard, I think a few comments are in order. I opted to go for a 3-color deck over 2 colors for better sideboard options, especially against shops. The singleton Strip Mine is debatable, but there have been plenty of games where it has just been a blow out. At worst, it provides 1 colorless mana, and this deck can certainly make use of it, especially during Transmuting. It runs a fair number of basics for consistency too.
Counter SuiteI won't go too in depth here, but it's just worth noting that I have been very pleased with Spell Snare. It hits many relevant spells (like Oath and Dark Confidant to name a few) and is usually not a dead card. Misdirection serves as an out to Abrupt Decay which is very strong against my deck, but I do believe it could go into the SB.
OthersHere is where I would like to explain my card choices which fall under "Others". Thirst for Knowledge just seemed like a nice card to run in a deck like this, even though it is restricted to a single copy. I would not be against taking it out, but it has been both powerful and dead in the past.
Upon further testing, I have concluded that running Gush is far superior to using Night's Whisper. I cut the singleton Thirst for Knowledge and the 3 Night's Whisper to put in 4 Gush and I am a lot happier with the result.
The singleton Lightning Bolt seems innocuous, but it has been a wonderful inclusion ever since I decided to add red. Lightning Bolt answers so many things these days that it is a very hard card to exclude from a list that has red. Some relevant things that it answers are Jace, Bob, Lodestone Golem...
Sideboard 7 sideboard slots are dedicated to shops, Ingot Chewer and Viashino Heretic really help me in this matchup. I was running Hurkyl's Recall in the place of Heretic, but found Recall inferior. Are there any other cards you can think of in it's place?
Grafdigger's Cage serves to stop both Oath and Dredge. There is further synergy in running artifacts because of the interaction with Transmute Artifact.
The Inkwell Leviathan is questionable, but I can't think of anything better in it's place. It has had it's moments, that's for sure.
Other Card ConsiderationsThe first question is, where is Tezzeret? I admit, Tezzeret was in my initial list, but often I felt that whenever I had Tezzeret in my hand and rode him to victory, I was in a superior board state anyway. This made me feel like Tezzeret was a bit of a "win more" card in this deck, since Transmute did a lot that Tezzeret could, but a lot cheaper. I am not against using him again, I just didn't happen to use him last weekend. More testing is certainly necessary.
The counter suite could be expanded to include more counters at the cost of a draw engine. Is this necessary?
Merchant Scroll? Gifts Ungiven? Any other utility artifacts (Memory Jar?) or other transmute targets?
Neat Tricks with Transmute ArtifactI have noticed that there are many minor tricks that you can do with Transmute that aren't very apparent unless you play with the card a lot.
For example, you need to tap your Moxen and float mana before sacrificing it to Transmute. A really strong play is sacrificing a Mox to Transmute, finding a Lotus, using it to cast Yawgmoth's Will, and replaying all the artifacts once again to re-Transmute.
You can Transmute for "value" when you are not close to assembling Vault+Key by Transmuting into Sensei's Divining Top. This can be a very powerful play in control mirrors as well as let's you dig deep.
Transmute can also be used for it's shuffle effect along with Jace and Top to dig into your library.
ThanksI'd like to thank people from the Vintage East coast community, you guys are the best.
Special thanks to Greg, Samoht and Syl for helping me with coming up with a lot of my ideas while brewing.
And now I open the floor to you fine gentlemen. I'd appreciate any feedback, ideas, comments.. anything! I have tried to write out this post as clearly as I can so you can understand my thought process behind a lot of this. I realize this deck is probably not tier 1 yet, and possibly cannot be. However, plenty of people have loved the premise and core behind the deck, so I am trying my best to strengthen the rest of it as best I can. As far as I have looked, there has never been a deck that ran this combination before, but I could be wrong. There is also a very serious lack of information related to building around Transmute Artifact in Vintage, sadly.
I do humbly appreciate you reading through this and look forward to any replies.