No problem. I've seen combos like this before, just never with the red cards. Golem Foundry was the win condition of choice for these decks. You may want to consider it, as it does remove a colour for you, which is a big deal.
Other than the free artifacts, running artifacts lands and Frogmite along with your other free artifacts might be useful. You might even consider stuff like Thoughtcast and Perilous Research to enable you, as well as the typical Chromatic Star and Chromatic Sphere.
Yeah I've played golem foundry and other infinite lists, mill being one of them. I think this update is a little smoother on the curve since you can tremor to fireweaver on turn 2 then spy or golem on turn 3 then combo off on turn 4. With older lists like foundry you have countering 3 drops and making a bunch of golems you still need to untap and attack with, or play more cards in previous turns. 2 color mana bases are pretty easy so the small red splash isn't very difficult at all.
I'll work on a rough draft for a primer, but beyond this core of cards it shouldn't be to hard to fill in with draw, counter magic ec
The problem with Tooth is that it require more artifacts to be in play, which not all my cards are. Altar is not a common. Both are also not creatures, so there is no overlap with Impact Tremors. If I was running a strict affinity list with Fireweaver, I'd try it, but, for now I think the combo pieces are pretty much dialed in. all that remains is to fill in the utility slots and do some goldfishing.
Oh man! I didn't notice this was in Pauper! I feel dumb. I always get mad at people when they do that...
Needing more artifacts for Tooth shouldn't be an issue. You already want to run a lot of free Artifacts as well as the artifact lands, so getting 3 artifacts should be a breeze. Although if you're keeping the dual color then Tooth can be left out. It's definitely great for the mono blue build.
A buddy and I put one together over at /r/pauper. It's janky and I haven't played it but I can see it working. If I had the artifact lands I'd give it a go but I'm just too cheap for it. Feel free to use and enjoy
If your going to go with Nettle Drone main, instead of Impact Tremors, you might want to try Drift of Phantasms since it can al help you get to some of your other 3 mana spells. I prefer Tremors as it's cheaper on mana, and harder to remove. There are plenty of 0 mana cc artifact creatures to make sure there is enough overlap for both Fireweaver and Termors, but, ymmv. If nettle drone is your thing then go for it.
I don't really think you need the artifact lands to make this deck go. I haven't settled on a final list yet, but outside the core combo pieces, there are about 6-10 utility slots for other stuff besides lands. Artifact lands were pretty low on my list of priorities. If I was worried about Mind Wrench, then maybe I'd main deck a couple? Blue is going to dominate most of the deck outside of removal to handle decks that have life gain that triggers from creatures entering the battlefield, i.e. Soul Warden, Essence Warden, etc. I have my sideboard prepared to handle that. For the most part, deck thinning to improve combo consistency, countermagic or other tricks to protect it, and/or draw seem to be the best filler in the testing so far. The only thing I struggle with right now is if I'm going to find space for Simian Spirit Guide and/or Lotus Petal, or explore other mana accelerators.
A buddy and I put one together over at /r/pauper. It's janky and I haven't played it but I can see it working. If I had the artifact lands I'd give it a go but I'm just too cheap for it. Feel free to use and enjoy
The SB is a transformational affinity board, purely to mess with people.
I see you cut Nettle Drone, which I feel is the correct play. Unless you are really keyed in on the 3 mana cost synergy and using Drift of Phantasms, playing your drops on the curve of Fireweaver/Tremors on turn two into Golem/Spy on turn 3 is really where this deck want's to be.
The testing I've done tells me that if you are looking for more maindeck space for draw/counter/utility, you don't want to trim on the number of Spys or Golems.........unless you are building towards playing a more controlling style and holding the combo up until after turn 5 so you can protect it better, or have ways to search the combo out. The transitional sideboard is fun, but, I don't really think it belongs. Golem Foundry is also not necessary in the testing I've done. Unless you're doing some sort of additional combo piece that can grant all those golem tokens haste, you have to wait to untap next turn to finish. With drake now gone it's not as dangerous to do that as there is little in the way of hate that can handle infinite golem tokens, but, there are some decks that can potentially end your game before you can get to that next turn to finish things, or potentially a match up like turbo fog could just stall you for awhile.
I personally think that starting with 8 copies of each combo piece and then trimming some of the non-golem/spy pieces away, to make sure you have a deck that has enough utility pieces to handle a diverse metagame, is the way to approach this deck. artifact lands did not provide me with any sort of benefit when testing, and often set me back if my opponent had artifact hate and popped and early artifact land. If I see a rise in MBC decks that run Wrench Mind, I'll consider it, but, for now I've not found it to be an issue as MBC is not showing up much, and the lists that do, seldom have Wrench Mind.
preferably you want lands that come into play untapped but remember you have the first two turns to set things up, so a few citp tapped lands are ok to make sure you get the right amount of fixing needed. Walker and Sphere are my preferred creatures as they have a better chance at clogging up the ground vs aggressive decks and the only prominent flier decks out there tend be Delver based and Ornithopter can't trade and live with Delver. If you're seeing lots of 1/1 fliers, then Ornithopter would be the right call. The rest of the stuff outside of the core pieces are metagame dependent, so use those 7 utility slots and the sideboard prepare accordingly.
Impact Tremors/Reckless Fireweaver
Mirran Spy/Battered Golem
Banishing Knack/Retraction Helix
Ornithopter/Shield Sphere/Phyrexian Walker
Update to Infinite pinging style of deck now that there are redundancies for each card in the combo
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
Thanks upkeep. I knew there was a card that overlapped with spy but I just couldn't remember the name of it for the life of me. Updated op
Other than the free artifacts, running artifacts lands and Frogmite along with your other free artifacts might be useful. You might even consider stuff like Thoughtcast and Perilous Research to enable you, as well as the typical Chromatic Star and Chromatic Sphere.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
I'll work on a rough draft for a primer, but beyond this core of cards it shouldn't be to hard to fill in with draw, counter magic ec
I also run Altar of the Brood as an extra win con as well.
Needing more artifacts for Tooth shouldn't be an issue. You already want to run a lot of free Artifacts as well as the artifact lands, so getting 3 artifacts should be a breeze. Although if you're keeping the dual color then Tooth can be left out. It's definitely great for the mono blue build.
Hocus Poultice
The SB is a transformational affinity board, purely to mess with people.
I don't really think you need the artifact lands to make this deck go. I haven't settled on a final list yet, but outside the core combo pieces, there are about 6-10 utility slots for other stuff besides lands. Artifact lands were pretty low on my list of priorities. If I was worried about Mind Wrench, then maybe I'd main deck a couple? Blue is going to dominate most of the deck outside of removal to handle decks that have life gain that triggers from creatures entering the battlefield, i.e. Soul Warden, Essence Warden, etc. I have my sideboard prepared to handle that. For the most part, deck thinning to improve combo consistency, countermagic or other tricks to protect it, and/or draw seem to be the best filler in the testing so far. The only thing I struggle with right now is if I'm going to find space for Simian Spirit Guide and/or Lotus Petal, or explore other mana accelerators.
testing has been fairly good so far.
I see you cut Nettle Drone, which I feel is the correct play. Unless you are really keyed in on the 3 mana cost synergy and using Drift of Phantasms, playing your drops on the curve of Fireweaver/Tremors on turn two into Golem/Spy on turn 3 is really where this deck want's to be.
The testing I've done tells me that if you are looking for more maindeck space for draw/counter/utility, you don't want to trim on the number of Spys or Golems.........unless you are building towards playing a more controlling style and holding the combo up until after turn 5 so you can protect it better, or have ways to search the combo out. The transitional sideboard is fun, but, I don't really think it belongs. Golem Foundry is also not necessary in the testing I've done. Unless you're doing some sort of additional combo piece that can grant all those golem tokens haste, you have to wait to untap next turn to finish. With drake now gone it's not as dangerous to do that as there is little in the way of hate that can handle infinite golem tokens, but, there are some decks that can potentially end your game before you can get to that next turn to finish things, or potentially a match up like turbo fog could just stall you for awhile.
I personally think that starting with 8 copies of each combo piece and then trimming some of the non-golem/spy pieces away, to make sure you have a deck that has enough utility pieces to handle a diverse metagame, is the way to approach this deck. artifact lands did not provide me with any sort of benefit when testing, and often set me back if my opponent had artifact hate and popped and early artifact land. If I see a rise in MBC decks that run Wrench Mind, I'll consider it, but, for now I've not found it to be an issue as MBC is not showing up much, and the lists that do, seldom have Wrench Mind.
This core has worked best for me so far:
4 Impact Tremors
3 Reckless Fireweaver
4 Banishing Knack
3 Retraction Helix
4 Shield Sphere
3 Phryexian Walker
4 Mirran Spy
4 Battered Golem
7 Utility Spell Slots
24 Lands
preferably you want lands that come into play untapped but remember you have the first two turns to set things up, so a few citp tapped lands are ok to make sure you get the right amount of fixing needed. Walker and Sphere are my preferred creatures as they have a better chance at clogging up the ground vs aggressive decks and the only prominent flier decks out there tend be Delver based and Ornithopter can't trade and live with Delver. If you're seeing lots of 1/1 fliers, then Ornithopter would be the right call. The rest of the stuff outside of the core pieces are metagame dependent, so use those 7 utility slots and the sideboard prepare accordingly.