ARTIFACTS
Alhammarret's Archive- Daretti, Scrap Savant's +2 is the main reason why this card is in the deck, plus there is a surprising amount of life gain in the deck, mostly coming from Wurmcoil Engine.
Arcane Signet- Solid ramp card that goes in just about every deck.
Caged Sun- Goes in most mono-colored decks, it's especially good in this deck, because of the artifact synergies.
Clock of Omens- Untaping shenanigans, mostly used to untap Nevinyrral's Disk the turn you play it.
Codex Shredder- The only card that lets me get non-artifact cards from the graveyard, also hilarious against cards like Vampiric Tutor and Mystical Tutor.
Crucible of Worlds- Lets you get back the land you discard with Daretti, Scrap Savant's +2 ability, and lets you abuse utility lands like Command Beacon and Inventors' Fair with repeatable activations.
Darksteel Forge- Makes you board incredibly difficult to deal with and is a combo with Nevinyrral's Disk.
Fellwar Stone- I wanted more 2 CMC mana rocks, so there is a higher chance to get Daretti turn 3, although there isn't a high chance that this will tap for , it doesn't matter since this deck isn't intensive.
God-Pharaoh's Statue- Slows down your opponents, hopefully long enough to get to Daretti's emblem.
Jeweled Lotus- enables an easy turn 1 Daretti, w/ just this and a Mountain, and the faster you can start ticking towards that ultimate, the better.
Mana Vault- One of the best ramp cards in the deck and is good sacrifice fodder when it is tapped.
Mindslaver- One of the main win conditions in the deck, really silly with Daretti, Scrap Savant's emblem.
Mirage Mirror- For 2 mana, this card becomes almost anything you want on the battlefield, it's an incredibly versatile card.
Mox Opal- this deck runs a ton of artifacts, so getting this online shouldn't be much of a problem, and it just being a 0 drop, can make it good sacrifice fodder in a pinch.
Mycosynth Lattice- Part of a couple of combos.
Nevinyrral's Disk- Board destruction and part of a few combos, an all-star in this deck.
Planar Bridge- Tutors are hard to come by in mono, but this card is one of the most powerful available to us, you most likely want to search up your win conditions to finish up a game if your spending 8 mana for an ability, most of the win conditions only require 1-3 cards, so choose the one most appropriate for the current situation.
Sol Ring- IT IS COMMANDER, PLAY THIS CARD!
Spine of Ish Sah- One of the best removal cards in the deck, it deals with enchantments (something can't deal with), and is repeatable with a sacrifice outlet like Daretti, Scrap Savant's -2 ability.
Tormod's Crypt- being a drop, it gives you a artifact to sacrifice in a pinch for Daretti, Scarp Savant's -2 ability if you don't have an artifact available and this card is the only graveyard hate we run in the deck, every deck should have some sort of graveyard hate.
Trading Post- One of my favorite cards in magic, it's kind of like a second Daretti, Scrap Savant.
Unstable Obelisk- A mana rock that can deal with any permanent, you usually want to use this card on enchantments since can't deal with enchantments.
Unwinding Clock- This card does silly things in a multiplayer setting, usually giving you what feels like extra turns on each opponents' turn, it is the artifact version of Seedborn Muse.
Voltaic Key- Similar usage as Clock of Omens.
Wayfarer's Bauble- The artifact version of Rampant Growth.
SORCERIES
All Is Dust- This is mostly a colorless deck, often times leading to a one-sided board wipe.
Blasphemous Act- Goes in every deck running, usually a one mana board wipe.
Gamble- tutor, really good in this deck since we want most of the cards to be in the graveyard anyways, nearly eliminating Gambles downside.
Ruination- This card can absolutely wreck greedy mana bases, while leaving yours mostly intact, 21 out of our 38 lands are basic land Mountain, so on average 55.26% of our mana base will get hit.
Scrap Mastery- The artifact version of Living Death an absolute game ender.
Vandalblast- Goes in every deck running and combos with certain cards in the deck.
CREATURES
Anger- Discard this card with Daretti, Scrap Savant's +2 ability.
Bosh, Iron Golem- Is a sacrifice outlet and a game ender.
Burnished Hart- Ramp with a big possibility to be recurred.
Combustible Gearhulk- Usually a Concentrate on a 6/6 body.
Duplicant- Possible recurrable removal that exiles.
Goblin Welder- He was daretti before daretti, having Daretti, Scrap Savant's -2 at instant speed is almost broken in this deck.
Junk Diver- Great artifact sacrifice fodder.
Karn, Silver Golem- Part of a comobo.
Kuldotha Forgemaster- The best artifact tutor in the deck.
Metalworker- There is a reason that this card used to be banned, 46 out of the 98 possible cards in the deck are artifacts (excluding Metalworker for obvious reasons) so there is a 46.94% chance that any card in your hand could be an artifact, so in a hand with 7 cards in it, on average, 3.29 of them will be artifacts, meaning on average, Metalworker will tap for 6.57 mana when you have a hand of 7 cards, no other mana dork at 3 cmc or less can tap for that much mana.
Myr Battlesphere- A powerful artifact creature beater.
Myr Retriever- Good artifact sacrifice fodder.
Platinum Emperion- Makes you nearly invincible as long as he's on the field.
Scarecrone- Another way to get artifacts back from the graveyard.
Scuttling Doom Engine- An artifact creature beater that also makes dangerous sacrifice fodder.
Silent Arbiter- A great way to protect Daretti, Scrap Savant.
Slobad, Goblin Tinkerer- A great sacrifice outlet and is a good way of keeping Nevinyrral's Disk around for one activation.
Solemn Simulacrum- Ramps and is great sacrifice fodder.
Soul of New Phyrexia- Protect your permanents from the battlefield or the graveyard.
Squee, Goblin Nabob- Great discard fodder.
Steel Hellkite- Deal with troublesome permanents and deal a good chunk of damage to your opponents.
Surly Badgersaur- Synergizes fantastically w/ Daretti's +2, giving you incredibly useful treasure tokens that you can use for mana or for sacrifice fodder for Daretti's -2, it's other to abilities are ok too, since it can start fighting creatures, but just it's ability to make treasures is solid enough to include it in the deck.
Wurmcoil Engine- The best creature in the deck, gives you life, deals good damage, and gives you tokens for sacrifice shenanigans when it dies.
INSTANTS
Chaos Warp- The only way can deal with enchantments.
Pyroblast + Red Elemental Blast
- The only way you can counter spells. P.S. just discard these if you aren't playing against anybody playing , which almost never happens.
LANDS
Ancient Tomb- A great land, only producing colorless doesn't matter much in this deck.
Buried Ruin- A good way to get an artifact from your graveyard in a pinch.
Command Beacon- A Daretti, Scrap Savant that costs too much mana to play isn't very useful.
Darksteel Citadel + Great Furnace
- Sacrifice fodder.
Flamekin Village + Hanweir Battlements
- Gives haste to your creatures.
High Market- Protects your creatures from getting exiled.
Inventors' Fair- An excellent land that lets you easily tutor up artifacts, and gains you some life for some reason.
Mountain x25- Hopefully this is enough to mitigate the damage from cards like Ruination and Back to Basics, you obviously don't need to worry about Blood Moon since this is deck.
Phyrexia's Core- Protects your artifacts from exile.
Sanctum of Ugin- Another great way to search your library for your artifact creatures.
Shrine of the Forsaken Gods- The good version of Temple of the False God.
Strip Mine + Wasteland
- Gives you some more land destruction to deal with problematic land such as Cabal Coffers, Maze of Ith, and Gaea's Cradle.
ENCHANTMENT(S)
Blood Moon- Goes in most decks running and every mono deck.
PLANESWALKER(S)
Karn, the Great Creator- In the deck, because it combo's w/ Mycosynth Lattice.
Ugin, the Spirit Dragon- Another All Is Dust on a creature, this deck is already built to protect Daretti, Scrap Savant, so it should be able to protect Ugin too.