First off, I want to say thanks for being active in this thread. I know you haven't gotten a ton of feedback from us, but I've incorporated a number of your ideas in my own Elfball version of Leovold and the deck is better for it.
I'm not sure about the bounce spells in a multiplayer version of this deck. After that first Wheel resolves, the game becomes Archenemy real quick and in that situation I'd prefer my answers to be true answers and not tempo plays. That being said I'm a fan of Remand for the reasons you listed, as well as because it casts a wider net with regards to what we can buy time against.
Just checking in on Chandra. She continues to perform very well for us in pretty much anything we throw her in; I was wondering if that WASN'T the case for anybody else.
Juggernaut + dependent on another creature + haste = ....?
Not seein' it. The only equipm-- er, vehicle I think is gonna make it in Vintage is the Skyship.
The only way this is like Juggernaut is that it is a 5/3 for 4. Unlike Fleetwheel Cruiser, Juggernaut doesn't have haste, trample, and must attack every turn if able, all of which are important when it comes to evaluating Fleetwheel. Additionally, Fleetwheel acts as a psuedo-Grafted Wargear for each other creature you play...except it doesn't kill the creature piloting it.
Give this card time, it's an incredible aggro curve-topper.
I feel like there's just too broad an array of Wraths in EDH to rely on the Prelate outside of a blink deck like Brago. How do you feel about Recruiter of the Guard? Being able to fetch pretty much any creature in the deck seems like a good deal.
Aetherworks Marvel is very cool too, but I'm not as excited for it. Sacrificing six permanents already gets us +6/+6 on everything, and while a free spell is great I don't think there's any one card in my build that ends things on the spot; I run a creature-centric version much like the one you posted in your original post. I'll likely still end up including it, but it doesn't get my motor running like Animation Module.
If you're adding a Lands package, Scapeshift feels like a great add too. If you Scapeshift with Living Plane and a Grave Pact out, that's likely the game on the spot. Not to mention you get to go looking for any land to replace the ones you sacced, and oh hey what's this Splendid Reclaimation doing here...
For me it would have to be the SDCC promo. I'm really digging the overall coloring being a bit more vibrant, and that moon really pops. Also, that werewolf(?)-skin cloak is pretty sweet.
Man, the more I consider her, the more I like her. I originally considered her -2 a Raise Dead, but it's more than that isn't it? It's a sneaky way to draw a creature off the top of your library, that also happens to fuel Delve shenanigans or other graveyard effects. I'm very interested to test this card.
I'm not sure about the bounce spells in a multiplayer version of this deck. After that first Wheel resolves, the game becomes Archenemy real quick and in that situation I'd prefer my answers to be true answers and not tempo plays. That being said I'm a fan of Remand for the reasons you listed, as well as because it casts a wider net with regards to what we can buy time against.
The only way this is like Juggernaut is that it is a 5/3 for 4. Unlike Fleetwheel Cruiser, Juggernaut doesn't have haste, trample, and must attack every turn if able, all of which are important when it comes to evaluating Fleetwheel. Additionally, Fleetwheel acts as a psuedo-Grafted Wargear for each other creature you play...except it doesn't kill the creature piloting it.
Give this card time, it's an incredible aggro curve-topper.
http://magic.wizards.com/en/articles/archive/news/san-diego-comic-con-2016-magic-promos-2016-07-19