Idk it probably is luck but my list changes quite a bit so honestly I know one 2 of the examples I had more than I do now. In one examples, I had a full package for artifact and it has been decreasing slowly.
Also for my most recent draft I replaced a Lifeland or bounce land with a signet or talisman as a test for a different type of fixing. I know when I had that I had 10 more aman rocks which made it easy to tinker.
however when I had my cube basically at what it is now I did have more issue tinkering but i know its a deck many of my freinds love drafting so I keep it in. Same was with infect. While it migth not workj the best in most cubes I was able to make a B/G infect archetype for my cube that someone would normally draft once they realized it was an open archetype.
Yeah, the signets would explain it. If you want Tinker, you do need to run a bunch of artifacts that can be sac'ed without too much pain. I think it's alright to run a small number of 20% cards (I run ensoul artifact for instance, which is quite narrow and somewhat risky), but Tinker seems extreme even then, that's why I was asking. Your group liking the deck is a very good reason to keep it in the cube though. If you don't want to include more artifacts you could always play more cards producing thopters, servos and clues and help mitigate the sac cost that way.
Also for my most recent draft I replaced a Lifeland or bounce land with a signet or talisman as a test for a different type of fixing. I know when I had that I had 10 more aman rocks which made it easy to tinker.
however when I had my cube basically at what it is now I did have more issue tinkering but i know its a deck many of my freinds love drafting so I keep it in. Same was with infect. While it migth not workj the best in most cubes I was able to make a B/G infect archetype for my cube that someone would normally draft once they realized it was an open archetype.