Creatures:
Signal Pest
pros: 1 drop, bumps up your creatures when you attack, essentially a flyer, is an artifact
cons: does no damage by itself
Importance: 5/5 (main board)
Myr Sire
pros: 2 drop that replaces itself upon death, is an artifact
cons: none
Importance: 5/5 (main board)
Goblin Wardriver
pros: 2 drop, bumps up your creatures when you attack
cons: costs RR, not an artifact
Importance: 4/5 (side board for Myr Sire for games you need to fly in for more damage)
Sharding Sphinx
pros: can make a lot of thopters per turn late game possibly giving you a win, flying, is an artifact
cons: 6CC
Importance: 4/5 (main board)
Direct Damage
Galvanic Blast
pros: cheap, instant, creature or player
cons: full potential requires 3 artifacts but that shouldn't be too much of an issue
Importance: 5/5 (main board)
Shrapnel Blast
pros: instant, high damage, targets creature or player, cheap, can be used to kill off your Hangerback Walker when you want it to die
cons: have to sacrifice an artifact but the trade off is worth it
importance: 5/5 (main board)
Evasion
Sleep
pros: taps down all creatures for 2 turns allowing 2 all out attacks late game, can be used offensively or defensively, since it does not target it will still apply to Shroud/Hexproof creatures
cons: 2U cost, sorcery
importance: 5/5 (side board, use for decks with too many creatures or flyers)
Buffs
Weapon Surge
pros: cheap, affects all creatures, gives first strike, can be used for offense or defense, instant speed
cons: Wardriver may be a better option for offense, may not be all that important for your win condition
importance: 4/5 (main board)
Removal
Mana Leak
pros: It's Mana Leak, low cost low color weight counterspell
cons: It's Mana Leak, chance to be bypassed
importance 5/Mana Leak (mana board)
Vapor Snag
pros: cheap, instant, does 1 damage
cons: creature can return later, does 1 damage to yourself if you use it save your own creature, creatures only
importance: 4/5 (main board)
Disperse
pros: cheap, targets any permanent, use it to save anything of yours
cons: stuff can come back
importance: 5/5 (side board)
Rapid Hybridization/Pongify
pros: costs only U, instant, doesn't have a restriction like most removal, creature cannot regenerate, can kill big creatures your direct damages may not kill, can be used on your creatures in case you need a bigger blocker or access to a green creature, no one expects creature destruction from blue
cons: it gives the opponent a replacement creature
importance: 5/5 (side board)
NOTE: both cards do the same thing, Pongify is more $
Polymorphist's Jest
pros: mass effect, can be used offensively or defensively, instant speed, cheap CC, gets rid of abilities, shrinks creatures (possibly)
cons: UU in the cost, you have to find a way to kill off each creature
importance: 4/5 (side board)
Other
Impact Tremors
pros: extra damage for each creature that comes in, cheap cost, can be used in 2nd or 3rd games where you have to play defensively, could work nicely late game with Sharding Sphinx
cons: you may not have enough creature output for this strategy to work so it would help out in matches where you have to play defensively with well timed attacks to win
importance: 3/5 (side board); 4/5 with Sharding Sphinx in deck (side board)