I learned something while making this deck. Magic is not, in fact, a zero sum game. There's a limited amount of fun to be had in a single game, and this deck will ensure no one has any of it. I tried a few builds that included (read: tolerated) Efficient Construction, but none were "breaking" the card. The next logical step, then, was to make it effectively my only win-con.
Methodical Construction
Artifacts (19):
4
Renegade Map4
Implement of Combustion4
Alchemist's Vial3
Filigree Familiar4
Implement of ExaminationInteraction (14):
4
Metallic Rebuke3
Lightning Axe2
Imprisoned in the Moon1
Kozilek's Return1
Radiant Flames3
Unlicensed DisintegrationEnchantments (7):
2
Pia's Revolution3
Efficient Construction2
Thopter Spy NetworkLands (20):
2
Drowned Catacomb2
Sulfur Falls2
Dragonskull Summit7
Island6
Mountain1
SwampGame plan: Use cantrips and Maps as required to hit land drops early, leaving them on the field where possible to enable Rebukes. Efficient Construction is critical - after it's down, cantrips make for a limitless supply of chump blockers. Spy Network functions as a slower EC for the most part, but its card draw leads to cantrips leads to more EC thopters.
Pia's Revolution can lead to early wins if Opp gets greedy and denies artifacts. Doesn't take many bolts to the face before Disintegrations and thopters can sneak in the last few points. If Opp opts out of the bolt-to-the-face program, the cantrips just come right back and make EC thopters on the way.
Lightning Axe does a nice job of making late game Rebukes look less awful, and Disintegration played well enough to justify the splash for it alone.
Lost track of the exact record somewhere around my third rum and coke, but I believe it was 8-6 with one loss due to a pretty egregious punt. Lots of room for improvement, but I kept the list pretty plain to make sure EC was the highlight.