WIP
Just a list of cards I may remove/add throughout play testing. Pretty much nothing I want to add right now
Akroma's Memorial: So I really like this card and when I first built this deck it was an all-star but now it's just so high up on the curve I'd rather just play two equipment, on the other hand it has saved me in the late game multiple times, there's times I need flying for blocking or protection from black to get around deathtouchers or I needed vigilance to be aggressive when at low life. While there are plenty of cards that do all of these(except flying) this one does all of them.
Sword of Light and Shadow: This shouldn't be on the remove list I just hate that it gives protection from white, it turns off a few cards like Duelist's Heritage and Sigarda's Aid and if I ever add Godsend that too. Protection from white however is also the reason it stays in, it's the only sword that does it and white weenies are everywhere.
Ugin, the Spirit Dragon: Insanely good card his -x wipes about everything and his ult in most decks is a game winner. The reason he is on the chopping block is his cost I mainly cast him for his -x and either at -7 or -6 and someone pings him in the next 2 turns. I was considering replacing him with a lower cmc board wipe.
Elspeth, Sun's Champion: One I don't really want to remove but she really just says destroy all creatures power 4 or greater for 6 mana, and most of the time it hits Sram unless he has indestructible. I want to kep her because she produces 3 bodys... and that's it, if she's ever around long enough to ult I'm either super close to winning and flying wouldn't help or I'm far behind and I'd benefit from either -3 or just making more blockers.
Auriok Steelshaper: Definitely not as strong as he could be, cheating the cost by one is nice but it just seems weak in the early game it's just better to pay the cost but in the late game say Sram dies with 6+ equipment on the field drop Auriok Steelshaper and then Sram will save us a 6 mana. So again one I have considered cutting but it would have to be for somethign really good.
Serra Ascendant: I don't want to go off on a tangent about this card so I'll try to stay focused this is an insanely good card (not overpowered though.) If played turn 1 it will gain you around 6-18 life (never once has it gained me more) and drain each opponent 6 each. Reasons to keep it: it's just value early game and life gain. Reasons to remove it: it doesn't help our game plan of winning with commander damage, it makes the whole table groan, meh late game.
Darksteel Ingot: Turn 3 and 4 are kind of important in this deck (4 more than 3) and turn 3 for a mana rock is eh but idk this will probably stay and it's more to go in the swaps section.
Silent Arbiter: One of the cards I don't think I'll remove the only reason is he hasn't been useful as of late
but I still think he could add some value.
Bastion Protector: Indestructible redundancy and another creature which I feel I need more of, only reason I don't want to add it is I already have 3 cards that give indestructible and she can't be tutored by Recruiter of the Guard.
Leonin Shikari: This was on my notable exclusions list forever and still might be, I see the value in being about to switch around my Swiftfoot Boots or when I go to equip on Sram and someone casts removal I can just equip again it in response. It can be tutored by Recruiter of the Guard and it's another creature on the field. I probably have some personal bias against it or something but I can't add it I see the value but it just doesn't seem like it adds much.
Relic Seeker: Another card still on my notable exclusions but have been considering adding it, tutors are just great always I just know it will become a huge target once it hits or will just get blocked I haven't tested it yet and it'll be hard to test since I just goldfish most of the time but I know if I saw it I would want to use removal on it It's essentially Steelshaper's Gift that can be "countered" by blocking, definitely need to hear a good reason to add this.
Bloodforged Battle-Axe: INCREMENTAL GROWTH!!!! This is one I thought was extremely interesting when I saw it spoiled and I really liked it. I tried it out in Sram and found it under-whelming it gets extremely mana intensive and doesn't make his butt any bigger, now I can play stuff to give him a butt but then I can't equip more axes I think this would go good in one of those Sram lists that run all those 0 drops that only buff his toughness. Well all you did was trash talk this why is it on your potential adds? Well with Sigarda's Aid, Hammer of Nazahn, or Puresteel Paladin it's godly, especially with Puresteel Paladin(draws on enter not cast.) It's just wow with those cards but if I don't hit those it's eh mana intensive. Again this is one I'd have to play test with and not just goldfish.
Cloud Key or Semblance Anvil: Both seem really good almost like a better Foundry Inspector I just like the fact that he is another creature on the other had he dies to more removal this is more in the swap section but it's also here because you could add them along side of Foundry Inspector.
Inquisitor's Flail: I didn't want this because of the extra damage but indestructible doesn't care the problem is sram doesn't often have a big butt so I'm eh about it.
This is just some cards that I think provide the same function and could easily replace one and other depending on the meta or you can run both.
Sensei's Divining Top and Scroll Rack: It's hard to say what's better personally I'm bad at Scroll Rack I'll put stuff on top that I want but then I get a tutor and I'd have to shuffle it away I'm just bad at it. Downsides you can only do it once per turn and dies to removal, however it is godly with Land Tax. So I'd say a stronger player could use this way better than I could. Or you can put them both in the deck
Ancient Den for Plains: This is up in the air Ancient Den dies to a lot of removal and can set you back a mana, but also it triggers metalcraft so it's up in the air.
Conqueror's Flail for Grand Abolisher: This one I'm really iffy about, Conqueror's Flail is only spells and Grand Abolisher is also abilities one is only 2 mana the other is 4 and Conqueror's Flail onyl buffs +1/+1 on Sram so it's not a lot but it's card draw so eh something I should test.
Homeward Path and High Market: Both fulfill the same purpose (no one stealing Sram) both have very niche exceptions (Homeward Path doesn't stop Lignify and could help opponents out but High Market makes Sram cost more.) It might be worth running both but again like all my land issues I like having double white turn 2. Personal preference I guess or meta choice if you don't want to run both I guess.
Darksteel Ingot for Commander's Sphere: So these are close Darksteel Ingot survives a boardwipe but Commander's Sphere will just draw a card. Late in the game Commander's Sphere draws you a card Darksteel Ingot doesn't nothing but make mana. This is something I will definitely have to play test off the top of my head I can't decide which is better.
Darksteel Ingot for Everflowing Chalice: These are lower than Commander's Sphere but they ramp for more than one mana but it's only colorless Everflowing Chalice gets better later in the game but to tap for more mana it'll sit in the 4 mana slot so eh.
Cloud Key or Semblance Anvil for Foundry Inspector: All do the same thing and Foundry Inspector dies to way more removal I wanted him in for another body but I might just replace him just need to decide between the two, Cloud Key cheats by one and is basically just a more resilient Foundry Inspector and Semblance Anvil cuts cost by 2 however costs an additional card this seems like the stronger one but in my mind I over-think it "What if my hand is all cards I like?" "What if I draw it and there's nothing else in my hand?" I'll have to test between the two and decide.