This deck is a mixture of white weenie and tokens.
One Drops:
-Toolcraft Exemplar is your ideal first turn play. There are a variety of things you can play turn two in order to enable his buff on the first attack. These include Metallic Mimic, Thraben Inspector, and Servo Exhibition.
-Thraben Inspector won't pack as big of a punch as Toolcraft will, but it can enable Toolcraft and also gives you a bit of card draw if you dont have anything to do with your turn. (Can enable revolt if I add any cards with that mechanic)
Two Drops:
-Servo Exhibition: A large focus of this deck is to pump up servos, and this is your most accessible servo generator. Unfortunately it's sorcery speed unlike Raise the Alarm, but we have plenty of cards that synergize with servos, so it's worth it.
-Metallic Mimic: This guy pumps up all of your servos and also counts as a servo himself. Because of this, he also gets pumped by Master Trinketeer and he pumps up any further mimics that you play. If all of that wasn't enough, he also enables Toolcraft's buff.
-Selfless Spirit: This card seems pretty self explanatory. It's a flyer so it can get in for damage easily, and it can also protect your entire board. What more do you need? (It can also enable revolt if I decide to include any cards with that mechanic)
Three Drops:
-Master Trinketeer: He buffs your crew, has a decent body himself, and can make servos when you don't have much in hand to play. Also unlike Metallic Mimic, he can buff servos that are already on the field, so he has an impact the same turn he is played.
-Collective Effort: Pumps up your entire crew, not just servos. Also can be used as removal if necessary. This is pretty much the ideal spell to cast off of Sram's Expertise, because you don't really want to cast it until you have a pretty wide board.
-Always Watching: Not really sure how I feel about this card. It gives some of your creatures vigilance and buffs them, but it can't actually make help servos (aside from Mimic). I'm probably going to end up removing this for possibly more Collective Efforts.
-Stasis Snare: Probably the best mono-white removal currently available and we only have one other removal spell, so this is pretty necessary.
Big Shit:
-Sram's Expertise: Basically the entire reason this deck is a thing. Makes a ton of dudes and then buffs all your dudes, makes more dudes, or exiles your opponent's dudes. Dudes for days, value for days.
-Angel of Invention: Yet another way to pump all your creatures, and it can also make more servos as well. Since most of your creatures are on the ground, this is here as a finisher if the board grinds to a halt.
Lands:
-Westvale Abbey: If you thought Angel of Invention was a finisher, then check out the numbers on this big boy. You're mono-color and have tons of creatures, so this was pretty much an auto include. Turns out big mofos with flying and indestructible can end a game pretty easily.
Additional Notes:
I original made this deck W/B so that I could run fatal push as well has having access to a few other servo generators (namely weaponcraft enthusiast), but mono-white just feels like it has more synergy to me. If you do run black, Herald of Anguish is a pretty sweet finisher since you can cast it pretty cheap off of all your servos.
I hope you like the deck. Let me know if you have any suggestions :)