Adds:
+Hushbringer - Need a few more hatebears. Also, amazing keywords for a beater.
+Serra Ascendant - A strong beater in testing for early game rushdown.
+Devoted Caretaker - I was always a huge fan of Mother of Runes and this card seems just as good, if not a little better. (Plus, I like the art a lot.)
+Mask of Memory - Card draw in white... sort of...
+Enlightened Tutor - I took this out for a while, but Tutors are always good.
+Oblation - Instant speed removal of any problematic permanent, even at cost. Can also be emergency card draw in white if I need to gas up to stay relevant. Also, good memories from when I played tournaments back in Onslaught block.
+Generous Gift - Instant speed removal of any problematic permanent, even at cost.
+Rout - It's about as close to Cyclonic Rift as white is ever going to get. Being able to wipe the board and redeploy first is invaluable.
+Smothering Tithe - Uh... yeah... this card.
+Inspiring Statuary - Always thought this was an interesting card with equipment allowing them to become mana rocks. I worry that I can't use them to reduce the mana cost for equipment themselves, but I do always seem to struggle getting Nahiri out if she dies a time or two, and this could make that easier.
+Inkmoth Nexus - What's faster than winning with 40 damage? 10 damage.
+Ardenn, Intrepid Archaeologist - Cheating equip costs like a pro.
+Knight of the White Orchid - Ramp.
+Halvar, God of Battle
- On front, can make for big swings. Can help rearrange cheated equipment onto more relevant creatures. On back, can let me reuse powerful ETB creatures.
+Sword of Sinew and Steel - Better than War and Peace by far.
+Grafted Exoskeleton - "I'm just here to have fun! ... Guys? Guys?!?!"
+Everflowing Chalice - Cheaper rock.
+Masterwork of Ingenuity - Duplicate Equipment.
+Sword of Truth and Justice - Can proliferate +1/+1, loyalty, and infect counters in addition to the stats and protection.
+Mistveil Plains - Recur tutor targets.
+Scroll Rack - Land Tax and a ton of shuffle effects.
+Ancient Den - For Metalcraft count on Puresteel Paladin and Dispatch.
Drops:
-Gorgon's Head - Seemed like a cute package to include to defend myself with 1/1 Deathtouches, but Deathtouch not relevant enough.
-Gorgon Flail - See above.
-Basilisk Collar - See above.
-Worldslayer - While strong with indestructible, just grinds the game to a halt as I don't have a follow-up at all. Anti-fun.
-Shield of Kaldra - Removing the above, this is just too costly for the effect.
-Neko-Te - Seemed cute, but not relevant enough.
-Sword of War and Peace - Protection and stats are always good, but the on hit effect is definitely the weakest of the swords I ran just resulting in some life swing.
-Grappling Hook - Love forcing blocks with this and card:Nemesis Helm, but it just isn't relevant often enough. Usually, when I'm pushing with a Double Striker, I want to hit directly (multiple triggers, high damage, etc.), not be blocked.
-Mind's Eye - Too slow.
-Thran Dynamo - Slow rock.
-Hour of Revelation - Probably controversial because it's a great Wrath, but it hits all my Equipment and board setup. Replaced with something a little more one sided.
-Whispersilk Cloak - 2 CMC Equip cost for too little effect especially with the other redundancy in the deck.
-Cobbled Wings - Not enough bang for buck.
-Conqueror's Flail - Not enough bang and doesn't stop activated abilities like Grand Abolisher.
-Nemesis Mask - Too unreliable in practice.
-Pariah's Shield - Too unreliable without dedicated support.
-Commander's Sphere - 3 CMC with a sac draw. Replaced for 2 CMC rock.
-Aegis of the Gods - Probably weakest Hatebear and a weak hit off Nahiri's Kor Soldiers with Heirloom Blade.
-Blade of Selves - While an insane engine in 4 player pods with the right ETBs, it hits the "worst case" of being a dead card far too often.
-Expedition Map - 3 mana to tutor for a land when I have Equipment redundancies with those lands.
-Plains - To make room for Mistveil Plains.
-Plains - To make room for Ancient Den.