Do you like machines? Do you like the people who make them? Well, have I got a treat for you! This deck takes the nerds, puts metal on 'em, and swings to victory!
Artificers and their Craft
Inventor's Goggles are the main inspiration of this deck. It's a turn one play that, paired with any of the artificers, becomes dangerous very fast. That +2 to toughness also puts every creature in the deck out of range for all of the cheap fieldclears in Standard.
Inventor's Apprentice-- Speaking of artificers!-- is pretty scary. A 1-drop 2/3 most of the time, who can enter the battlefield as a 3/5 as early as turn 2 when paired with Goggles. With any equipment in the deck, this cute little intern becomes a beast.
Stone Haven Outfitter is another artificer who is just insane with Goggles, or anything of the equipment in the deck. A T1 Goggles with T2 Outfitter is a Tarmogoyf, that cantrips. He also improves the rest of your equipped creatures, making him an insane value house.
Craftmaster Paradigm caught everyone's eye right away, it would seem. I'm not as confident that the deck will be able to get him online consistently, but there are two of him in the deck to take advantage of the situation when it does. He comes out best late game, as a 1-drop 3/2 first striker, and probably equipped with the mana that was saved casting him.
Stoneforge Masterwork, though not as immediately impactful as a turn 1 goggles, does get a couple of creatures online, and works great with Captain's Claws and Master Trinketeer, buffing a servo, Kor token, or even Weapons Trainer.
Lords and their Craft
Master Trinketeer is more than just an artificer-- he's a token-making machine! And as long as he sticks around, those tokens are 2/2s. That 3/2 body is nothing to sneeze at, either.
Weapons Trainer is also pretty enthusiastic about tokens, and with 11 equipment in the deck, there's no good reason for him not to be online. This kor means business!
Pia Nalaar only makes one token, but she gives you a use for all of the Trinketeer's tokens, and is still, you guessed it, an artificer. Like her daughter, she is ready to kick some serious ass.
Captain's Claws is a solid, cheap equipment that provides recurring value in the form of tokens. With this in play, your opponent has to act fast or an army of tokes will build up and overwhelm them-- especially with Weapons Trainer in play.
Through the Fire and Flames
What's an aggro deck without burn? Incendiary Flow is our good old tried-and-true burn spell, cleaing the field of blockers or knocking on the other guy's dome. There might be a case for
Harness Lightning
, and I'm definitely going to have to try both.
Collective Defiance does the same thing, or both at the same time, and can cycle a land-cluttered hand for more gas if needs be. It peaks at 5 mana, but is plenty useful at 3 or 4, so it makes 2 slots.
Fall of the Titans Is there for the late game. As a one of, it'll mostly come up in long grindy games where casting a 1-drop then surging to destroy two blockers or burn the opponent out is just the thing you need.
Speaking of late game, Avacynian Missionaries joins the party, generally flipping the turn it's played, giving you a great body and taking care of your opponent's best guy. Plus, though it's not an artificer, it is human, so Stoneforge Masterwork can come in handy to buff it even bigger.
Speaking of religion, Westvale Abbey
loves a congregation of tokens, let me tell you.
TL;DR
Inventor's Apprentice
+
Inventor's Goggles
= 1-drop 3/5
Inventor's Goggles
+
Stone Haven Outfitter
= Tarmogoyf with upsides
Captain's Claws
+
Weapons Trainer
or Master Trinketeer
+
Weapons Trainer
= Really scary tokens
Captain's Claws
+
Westvale Abbey
or Master Trinketeer
+
Westvale Abbey
= Really scary demon