The ideal starting hand has 1-4 lands, at least one Sram or Puresteel, and perhaps a 0 cost artifact or two. Mulligan if these requirements are not met. Noting else is essential to the opening hand because you will probably draw what you need from Sram or Puresteel.
Don't play any equipments until Sram or Puresteel are out on the battlefield. The first turn can be used for a 1 drop minion instead.
Don't be afraid to go over the maximum hand size and discard lands if you have enough already (3-4 lands is sufficent).
Kor Duelist + Basilisk Collar makes a blocker that is difficult for your opponent to deal with (first strike + deathtouch).
Maybeboard Explanation:
The maybeboard includes cards and ideas that make not so budget. Some suggestions are more expensive than others.
2x Monastery Mentor: All the 0 cost artifacts would make 1/1 tokens (10$ each).
3x Reliquary Tower: If this deck goes off and you have both a Puresteel and a Sram out, you should be drawing over the maximum hand size. This would help with not having to discard. ($4 each)
4x Steelshaper's Gift: Tutoring specific equipments is useful and ensures consistency ($4 each).
3x Retract: Splashing blue would allow for Retract, which would grant insane draw power by bouncing all equipments to get the Puresteel/Sram draw trigger. Splashing blue would also allow Geist of Saint Traft.
4x Goblin Gaveleer: Splashing red would allow for the Gaveleer, Galvanic Blast, and Grapeshot. The Gaveleer works excellently with equipment, Galvanic Blast is effective removal or burn, and grapeshot is a potential game finisher. Most of these cards aren't very expensive.
Strengths:
If this deck gets a good draw, it will develop a very threatening board very quickly with well equipped creatures. The opponent will struggle to deal with the consistent threats, since a removed creature still leaves all its equipment on the battlefield. If two Srams or Puresteels are on the board, each equipment will generate huge card advantage.
Weaknesses:
This deck relies very heavily on having either Sram or Puresteel. Since we can only run 8 of them, and only 1 Sram can be on the battlefield at a time (Legend Rule), this deck's greatest weakness is consistency. It also struggles when Puresteel or Sram get removed with Lightning Bolt, Path to Exile, Fatal Push, etc.
I would not recommend using this style of deck against a competitive modern deck. It might steal a win occasionally, but most of the time they will have answers to your threats or win faster than you.
(Stony Silence in the sideboard is also a nightmare).
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