"Learn your place." - Imperator Mar'gok
So here I will discuss the cards that are my personal touch, you can gloss over this section but I want to give my reasoning and thought process for why some of the cards are in this deck.
Burnished Hart
I don't really think I have to speak much on this but getting lands in Red is pretty important its not the most efficient think Solemn is a part card since it gets you the card right away, and I run it as well. But another way to grab lands is good and it can be a copy target.
Endbringer
When I saw this card I saw it as pure tech, its something I might cut in the future but with the right cards on the field it can be a good value engine, I think there might be an infinite with this card but I haven't assembled it or thought on it that much. I will update the list if I can find said combo, but otherwise you can draw cards off it and ping things, the can't attack or block isn't that great except for maybe swinging with Gearhulk.
Iron Myr
I know there are part dorks you can get for red,
Palladium Myr
comes to mind and has been recommended to me, but really I like this guy more. Mostly because he comes in fast and he taps for a so he can be the mana you need to do a Kurkesh effect. This guy could potentially get cut haven't decided 100% though.
Kazuul, Tyrant of the Cliffs
This guy use to be an idea I had for a Mono-red deck way back since I liked the idea of a deck that can deter someone from attacking with a tax effect. Sure flying gets around him but he can be sorta useful, in a few scenarios especially with
Trading Post
if he's helped amass a decent amount of tokens. Also he's an Ogre so you know he's got that going for him.
Myr Welder
This guy really doesn't need to be talked about but gunna mention it, take your enemies stuff copy your stuff this guy can do a lot for you. Like A LOT, he can be an important combo piece when you need it, a value engine because he can become a piece I love this little dude.
Pia and Kiran Nalaar
Well one of the more costly sac outlets for artifacts in the deck I think these guys can really shine, not only do they bring two thopters out with them but they can shock something important down. I've hit a few dorks before that have really slowed the game down for some players, solid card to me but I think there could be different things but if it works it works.
Stuffy Doll
I haven't mentioned Stuffy at all mostly since he's like a discount combo piece but he can be used for some combos they are more costly but he can fill in for some you just might need
Trading Post
to recur him to hand to then target another player. The main downside again comes from the lack of a haste source so he has to wait a turn to bomb someone. I think with a haste source it dramatically improves Stuffy's addition to the deck.
Thopter Assembly
Honestly I'm thinking of cutting this guy, yea he makes some tokens you can sac BUT really I'm not that interested in that I think I can put better cards here and it doesn't do much for the deck overall.
Conjurer's Bauble
Another card I don't really feel I need to talk about but I will anyways. It's value with Kurkesh and it can recycle cards and get you card advantage.
Ichor Wellspring
Much like Bauble its here for the draw etb and ltb, but its also a sac target for things like Forgemaster or with Ironworks for some quick mana.
The Cycling Lands: These three exist purely for their cycle effects late game, early game I might drop them onto the field but I always hope to see these later so I can try and maybe pull a better card.
Drownyard Temple
This card is actually a remnant of another play I wanted to use involving
Aggressive Mining
to keep cycling this thing back from the grave. Sadly I don't have Mining in the deck but I kept the Temple around as a loot target and a way to play multiple lands a turn if there's nothing else to do.
Mage-Ring Network
Its some slow ramp for use on turns you don't have much to do or early game, this makes some of the more costly combos a bit less costly its slow yea but if you got nothing to spend mana on might as well funnel it in!
Final Fortune
Sometimes in life you just need to bet it all on one thing, Final Fortune is that thing. This is the all or nothing give yourself one last out to win, someone counters combo piece but you can recur it next turn? Drop this and risk it all.
Pyroblast
and
Red Elemental Blast
in most games this will be to defend you from those blue players in others its just a loot target, sometimes it feels like a dead draw but these things have saved me so many times in the past.
Volcanic Offering
Outisde of Warp our only way to interact with creatures and bomb lands outside of combos. Helps you make friends and cripple people you don't want around, bonus points if it comes down to you and one other player it can set them back a lot.