This is my first EDH deck. I originally planned to make this deck focused as a multi-player toolbox deck that could find whatever answer I needed whenever I needed. I mainly did this because I hate infinite combo decks that just randomly say "I win" when they have had like nothing on the field for the entire game, and I wanted a way to say, "NO" then proceed to tap Arcum and find a random artifact that would shut down their combo like Torpor Orb or Null Brooch or Torpor Orb or Witchbane Orb. However, because of how I made it, the deck started to run like one of the combo decks I hated so much.
My main combo was Mycosynth Lattice + Darksteel Forge + Nevinyrral's Disk which was an instant "All of your field is gone, including your lands.... and all of my stuff stays." And I would reliably get this combo off at latest turn 7 and sometimes as early as turn 3 or 4.
After a few games, no one was really to thrilled to play against me, and when they did, everyone ganged up on me even while my girlfriend was playing her kick ass Kaalia of the Vast deck. Even then, I could sometimes pull out a win 3v1 because of how fast my deck ran. So I decided to make it less instant win and take out the Nevinyrral's Disk and Oblivion Stone. I'm still usually targeted first, but people seem less tentative to play against me, and it's more difficult to win since I actually have to have a lethal damage dealing win con on the board which makes it a whole lot more fun to play.
Anyways, enough background on the deck. Let me give you a brief run through of how the deck works and why I chose the cards that I did.
The main goal of the deck is to be able to get Arcum Dagsson out turn 3 (or turn 2 with Sol Ring and to fetch Unwinding Clock and Mycosynth Lattice along with either Myr Turbine or Citanul Flute to fuel Arcumm Dagsson. Once you have these pieces on the field, you can dig out any artifact you need on every person's turn and start controlling the board state.
The win condition is usually a humungous Master of Etherium (my personal favorite), Darksteel Juggernaut, Arcbound Crusher, or Lodestone Myr that has indestructible, flying, first strike, trample, vigilance, and protection from black and red because of Akroma's Memorial and Darksteel Forge.Another possible win con that I rarely use is a ton of myr tokens and Myr Battlesphere.
Creatures:
Arcbound Crusher - possible win con
Arcbound Ravager - useful for saving targets of exile abilities which this deck is extremely weak to. Putting things in the graveyard is much better than having them exiled.
Darksteel Juggernaut - win con
Etched Champion - protection from all colors artifact creature for 3, I'll take it
Etherium Sculptor - makes my artifacts cost less which is nice
Lodestone Myr - a weak win con, probably my least favorite card in the deck, it will be the first card to go
Manakin - turn 2 mana ramp for that turn 3 Arcum
Master of Etherium - my favorite win con
Memnite - sacrificial lamb
Myr Battlesphere - win con and style points
Myr Moonvessel - sacrificial lamb
Myr Retriever - sacrificial lamb that retrieves an artifact from the graveyard
Myr Sire - two lambs for the price of one
Myr Welder - usually just a sacrificial lamb, has a pretty cool ability that I have never used, possible card to remove
Ornithopter - lamb
Palladium Myr - mana producer and lamb
Phyrexian Metamorph - enters as a copy of any artifact or creature on the battlefield, "Oooooo, that creature looks cool. I want one too!"
Phyrexian Walker - lamb
Plague Myr - turn 2 mana producer and back up lamb
Shield Sphere - lamb
Shimmer Myr - amazing card, gives all of your artifacts flash, can be retrieved from your library with either Citanul Flute or Myr Turbine's second ability, pretty awesome to be able not only be able to search for whatever you want on opponent's turn, but also to cast whatever you want too
Silver Myr - turn two mana ramp and lamb
Solemn Simulacrum - Solemn Simulacrum
Spellskite - useful as a protector of your other artifacts from pesky kill spells and exile abilities
Trinket Mage - the only creature in the deck that cannot be sacrificed to Arcum, enters the battlefield and gets any artifact with cmc 1 or less, usually fetches Sol Ring, Sensei's Divining Top, or Voltaic Key, can be used to fetch a creature to sacrifice or in dire mana situations Darksteel Citadel or Seat of the Synod.
I'll do the rest later. The maybeboard is mostly stuff I want, but don't have and am to lazy to buy or things that I am considering putting in. Suggestions are welcome.