Here is a deck I've been playing at LGS level with good success; I juiced it up by 2 mythics for this competition:
https://deckstats.net/decks/82140/1056906-tricky-treasure-deckstats-chalTHE PLAN - Sacrifice treasure / other artifacts to trigger
Marionette Master. Use instant speed pump spell on MM while artifact gy triggers are on the stack. This is all done with very little
opportunity for opponent to interact. Looking for T6 kill if everything lines up. This is lifeloss not damage, and a triggered - not an activated - ability.
Stay
alive with removal and defense long enough to land
Marionette Master, making 3 treasures along the way - I can get her out by turn 6 about 35% of the time - and use her
fabricate 3 etb trigger to make the MM a 4/6. Right away, Sac 2 treasures to make 2 red mana, while the artifact death triggers from
Marionette Master are on the stack, pump MM with
Invigorated Rampage using 2 of the floated mana. Pump resolves to 8 power, crack another treasure in response - triggers resolve for 24 lifeloss. Sometimes it can take longer than turn 6 to assemble the
kill shot; thats where the defensive blocks and removal comes in.
So, how do we set this up?
Treasure Map is the quickest way to both get the necessary treasures as well as digging through the deck to find the combo pieces. My 2 drop creatures not only buy time against aggressive creature decks, they all help make treasure or draw cards.
Dire fleet hoarder's 2 power can make very early attacks unprofitable, or unopposed it can whittle down life total for a 2-treasure kill at 16 lifeloss.
Gleaming Barrier bricks a lot of attacks and I want both it and the hoarder to die blocking (casting
invigorated rampage on the barrier to take out a
steel leaf champion is fun). The vampire did its work on etb with the card draw.
Yahenni is there to get that early damage, and with the removal in the deck, they can grow to be a bigger threat. Sacrificing a treasure producer is not such a big cost for the indestructible effect that can stretch out the game and let you keep drawing or scrying. Yahenni can also be used to sac a creature you target with
supernatural stamina to repeat a needed etb effect, or if another treaure is needed by saccing it again. I've cast
marionette master and created 3 servos,
supernatural stamina on MM, sacced MM to yahenni, MM comes back tapped and pick 3x +1/+1 counters, then sac the 3 servos to yahenni for 12 lifeloss from MM. Not an essential piece, but a very handy fit for what the deck wants to be doing.
Walking ballista is great for the normal reasons, but it can also be cast for zero for that last trigger for
Marionette Master.
Karn gives further card advantage, a theme in this deck to get the combo together.
Karn also serves as a distraction, with opponent focusing attacks there, buying me more time. Obviously, the constructs can grow to be big pretty easily in a treasure making deck. Here is another trick, say you have 3 treasures and 2 of karns constructs - they are 5/5's. If for some reason,
Marionette Master is out and you didn't get the planned insti-kill, their deaths will trigger MM, and if they have damage marked on them but not enough to die, you can sac treasures to weaken them to the point they die and trigger MM.
Removal package is fairly 'Standard' in a mostly black deck. I considered
unlicensed disintegration but it was troublesome to cast this turn 3 instead of scrying with
treasure map. Cut/Ribbons while sorcery speed provides a little more direct damage with the aftermath half.
I've played over a hundred rounds with versions of this deck; this is higher budget only in an additional
Karn and Ballista (instead of a 4th hoarder and 4th wall, or 2x
cast down, or even
Pirate's pillage to save $40+ bucks in budget). I played a $25 version of this in
grixis and it held up.
As long as you have the pump spell, 3 treasures, and 4BB from your lands to cast MM, you are guaranteed to do 9 lifeloss from
supernatural stamina and 15 from
invigorated rampage if MM resolves. If the opponent targets for removal with the
fabricate 3 etb trigger still on the stack, you can still crack treasures and pump before their effect resolves - it will just be for less than optimal lifeloss since your 3x +1/+1 counters won't resolve before opponent's removal.
Counterspells are by far the worst this deck faces, but even then a control deck can fall to repeated attacks from 2 drops (remember those pump spells?) and ribbons from the graveyard after you cast cut on your treasure making defender. Or they tap out for their finisher, giving you the window to pull the
marionette master out without
fear of
essence scatter.
I dont think a sideboard was required, but I made one from habit. Sideboards are very dependant on personal metagame.
Happy to answer any questions