hey man,
This deck looks really similar to what I have going right now. The only difference really, is that in place of the 2 Wall of Tanglecords, I have 2x Ezuri's Archers. It trades with Delver of Secrets and kills Moorland Haunt tokens all day. Yeah, it can't do a thing about Mirran Crusader like the Wall can, but not many options in that department, until we hit the sideboard. Another difference is that I'm playing 1 more 1 drop ramper in Llanowar Elves. Other than that man, the deck looks eerily similar! I don't have a sideboard yet, but I'd love to hear your sideboarding strategies. I see you have Snags and Missteps in the side, maybe sideboarding in Snapcaster Mages along with those might work? Anyways, I'd love to hear how the deck is working for you, including the sideboard. Thanks!
Oh.. and that 10/10 seems ok, but the lack of trample makes me really sad! hahah
This one got me.
One man's trash is another man's treasure.
I think you're in the wrong thread.
JK!
Bottle-Cap Blast -- This card is really interesting. It has great synergy in my Boros equipment decks, especially with the equipment creature cards like Hexgold Halberd and Barbed Spike. There are a multitude of utility artifacts, as well as artifact creatures, in my cube so improvising this for 1-2 shouldn't be that uncommon. Being able to hit face definitely makes it worth trying. Furthermore, I'm always looking at cards that have incidental artifact matter themes in Red, so this card does contribute to this plan.
Contaminated Drink -- Talk about a Dimir control game-ending play. Downshifted Mind Spring is an incredibly powerful effect in a control deck. This card can serve as the guild defining Jace's Ingenuity or Opportunity, and if not, just scale insanely well late game. I think rad counters are certainly a cool concept, but we'll see if it's intuitive when played out. Wish we had reminder text.
Young Deathclaws -- Golgari is a self-mill guild in my cube and this card is a decent threat while also providing some serious value to reward my milling. This effect is incredibly strong and I look forward to untapping with this guy (if my opponent ever lets me).
This set is really underwhelming for me. There are some cool, powerful cards, but not a lot I'm interested in.
Boros equipment is so fun dude. I hope you end up making it work.
The best way to support Boros equipment is to focus on already good offensive/evasive creatures (creatures with first strike, double strike, trample, flying, menace) and boost their offensive capabilities even more with efficient and powerful equipment.
I see you run Goldhound, Coastline Marauders, Illuminator Virtuoso, Sunhome Stalwart.. cards like these are the creatures I'm playing in an equipment deck. Make sure you run enough of these types of creatures is step 1 in my opinion.
I wouldn't run any of your guild cards in a Boros deck. You don't win with a Boros equipment deck by making 1/1 tokens and then equipping them. In my experience, the Boros equipment deck is a midrangey deck that sets up already good attackers with strong equipment for relatively cheap. Give your Boros guild cards that pull you into the archetype fully. If I were you, I'd play Akiri, Fearless Voyager, Bruenor Battlehammer, and Bladehold War-whip. You will then have fully supported your guild with cards that reward/support equipment decks.
Another thing that makes your guild cards function insanely well is to play the creature equipment. This helps you run a higher density of equipment in your decks, while creating board presence, without taking a turn off to play an equipment. You should absolutely be running Hexgold Halberd (first strike and trample). I see you are running Barbed Spike already, so add 1 to red!
Step 2 is honoring the namesake of the archetype and running equipment. Cheap equipment and solid buffs are what you're looking for. A noticeable omission from your list that I have to say has been an allstar in my cube is Cement Shoes. Cheap cost, huuuuge buff, fair downside. You run Barrow-Blade which is amazing, Bonesplitter is good too. You run Grafted Wargear... that card is insanely broken, so that will get played for sure (I banned it from my cube). Also, I would add a colored equipment to both white and red. Hammer it home that you are supporting the archetype. Kor Halberd and Beamtown Beatstick are two equipment with very combat relevant text that are cheap and efficient.
Here is a Boros equipment deck from my cube that I drafted on Draftmancer. Just so you can see how I constructed it:
Powerful and/or evasive attackers, equipment creatures, cheap powerful equipment, some removal, and Flametongue Kavu because why wouldn't you!
Using a synergy based two-color archetypical strategy as a design benchmark for the cube really helped remedy this problem. Depowering removal spells (either removing 2 for 1 removal or increasing cmc), finding a balance on how many 2 for 1 creatures to run, and simply not running certain types of cards (reanimation and flicker) really allowed the players to play their cards and synergize with their guild's plan.
I've made a lot of deliberate decisions in the cube that have made the cube healthier. Like I said before, I'll make a post on this somewhere else, maybe even just on my thread.
I've developed some benchmarks of cube design along the way that have really helped me make cube decisions. I should probably make a big post about that soon. I think it would be interesting to share some things I've learned along the way, especially after having 300/400+ cubes under my belt over 12 years.
Also, I still think all of you who run Shocklands are heretics. ^^
I think when you cut some of the grindy value from peasant, top end gets a lot harder to play, so big cyclers are always on my radar.