Artifact Madness Deck (Spellbomb Deck)

Well.. Since I wanted to tinker around with the newer cards released in the latest Forge version.
I decided to give the Spellbombs a try.
So here's what I came up.
Artifact Madness
61 Total Cards
21 Creatures
-------------
2x Anodet Lurker
2x Bringer of the White Dawn
1x Copper Myr
2x Darksteel Gargoyle
1x Gold Myr
1x Iron Myr
1x Leaden Myr
4x Master of Etherium
1x Sarcomite Myr
1x Silver Myr
1x Sphinx of the Steel Wind
4x Trinket Mage
24 Spells
----------
2x AEther Spellbomb
4x Darksteel Ingot
2x Lifespark Spellbomb
1x Mox Emerald
1x Mox Jet
1x Mox Pearl
1x Mox Ruby
1x Mox Sapphire
2x Necrogen Spellbomb
2x Pyrite Spellbomb
1x Rod of Ruin
2x Sunbeam Spellbomb
1x Tanglebloom
1x The Hive
2x Voltaic Key
16 Land
--------
2x Academy Ruins
2x Ancient Den
2x Darksteel Citadel
2x Great Furnace
2x Seat of the Synod
2x Tolarian Academy
2x Tree of Tales
2x Vault of Whispers
This deck is about using the Spellbomb artifacts combined with a multitude of artifact cards.
Having a spellbomb early can give you benefits primarily because it allows you to pseudo-cycle your cards while bringing out the necessary cards in your deck.
This isn't a Memnarch deck, but it features Master of Etherium pumped by a 90% deck full of artifact cards so that easily means a powerhouse.
Once you get your Bringer of the White Dawn out (simply pay its WURBG cost using your artifacts), you'd want to abuse your Spellbombs over and over. Or use your Academy Ruins ability to bounce your artifact cards out.
There are lots of possibilities for this deck. You could replace and add cards like Darksteel Colossus or even the fearsome Memnarch itself. But more or less, this deck is in good shape already seeing that you can virtually return any card you want later on from the grave.
Land and mana isn't much of a problem - with 5 moxes and 16 artifact lands. Add to that the Myrs and your ridiculous drawing ability using the Spellbombs, you'd never run out of mana early on.
I decided to give the Spellbombs a try.
So here's what I came up.
Artifact Madness
61 Total Cards
21 Creatures
-------------
2x Anodet Lurker
2x Bringer of the White Dawn
1x Copper Myr
2x Darksteel Gargoyle
1x Gold Myr
1x Iron Myr
1x Leaden Myr
4x Master of Etherium
1x Sarcomite Myr
1x Silver Myr
1x Sphinx of the Steel Wind
4x Trinket Mage
24 Spells
----------
2x AEther Spellbomb
4x Darksteel Ingot
2x Lifespark Spellbomb
1x Mox Emerald
1x Mox Jet
1x Mox Pearl
1x Mox Ruby
1x Mox Sapphire
2x Necrogen Spellbomb
2x Pyrite Spellbomb
1x Rod of Ruin
2x Sunbeam Spellbomb
1x Tanglebloom
1x The Hive
2x Voltaic Key
16 Land
--------
2x Academy Ruins
2x Ancient Den
2x Darksteel Citadel
2x Great Furnace
2x Seat of the Synod
2x Tolarian Academy
2x Tree of Tales
2x Vault of Whispers
This deck is about using the Spellbomb artifacts combined with a multitude of artifact cards.
Having a spellbomb early can give you benefits primarily because it allows you to pseudo-cycle your cards while bringing out the necessary cards in your deck.
This isn't a Memnarch deck, but it features Master of Etherium pumped by a 90% deck full of artifact cards so that easily means a powerhouse.
Once you get your Bringer of the White Dawn out (simply pay its WURBG cost using your artifacts), you'd want to abuse your Spellbombs over and over. Or use your Academy Ruins ability to bounce your artifact cards out.
There are lots of possibilities for this deck. You could replace and add cards like Darksteel Colossus or even the fearsome Memnarch itself. But more or less, this deck is in good shape already seeing that you can virtually return any card you want later on from the grave.
Land and mana isn't much of a problem - with 5 moxes and 16 artifact lands. Add to that the Myrs and your ridiculous drawing ability using the Spellbombs, you'd never run out of mana early on.