A Metalcraft Burn Deck. An artifact friendly approach to destroying your opponents.
This deck needs some work still. It meant to have a balance between Burn and Aggro, and succeeds to a degree. That is something that needs to be tuned a bit more while keeping some of the defenses in place.
I had to adapt it some to keep from getting overwhelming the Multiplayer format it competes in. The creatures tend to get targeted and I draw a lot of aggro. Hence the additions of Defenders and some lifegain elements. They keep me alive and in many cases have given me the time to build up the force needed to blast away my opponents.
This is a deck I built to capitalize on Metalcraft. That is a key feature of this deck. Galvanic Blast reaches its full potential and Concussive Bolt becomes a Win more. This is especially true with a heavily equipped Goblin Gaveleer and Jor Kadeen, the Prevailer. if the aggressive spells have done their job, you can bring in Bonehoard and get a truly massive creature for that price. Kill off the Germ in combat or just re-equip it to something else.
Early game you can set up defenses with the Angelic Wall and the Leonin Den-Guard. A better suite of Defenders would be helpful but versatility is very helpful. Perimeter Captain aids a lot here as it allows for lifegain and is a great way to deter attacks. With the Angelic Wall, it sets up a great defense.
When it comes to creatures, this deck has a few ways to deal with them. Faith's Fetters was chosen for its flexibility. Artifacts, creatures, enchantments, everything is fair game for it. Whipflare and Concussive Bolt work either in tandem (2 each) or separately (4 of one). Adjust it as needed. Whipflare is your critter boardwipe while Concussive Bolt is your ignore blockers card. This really depends on what kind of deck you're going against. After that, you have Dispense Justice and Soul Parry. Dispense Justice is evil as it forces a sacrifice, circumventing a lot of protections. Gods and Eldrazi both fall to this card. Soul Parry works to just keep you alive that one more turn that you need.
One card can be very helpful and hurtful: Molten Psyche. This card has been in and out of the deck a lot. It can help against Control but be very careful when you use it. You want a fullish hand or be close to winning when you use it. That's my own experience. It is a great answer ... sometimes.