Just a little brew I've worked up and been testing out. If you want to build it and post your results, I'd love to hear them.
(Feel free to edit as much as you'd like)
So, I'll try to explain a little bit about what the cards do.
If you're unfamiliar with Voltron, it's an archetype where you basically play creatures and then use equipment/auras to buff them and turn them into intimidating threats, similar in many respects to Bogles except our creatures often lack hexproof. This is why Voltron decks typically run more equipments than auras, as equipment continues to stay on the field even after the equipped creature is destroyed.
Stone Haven Outfitter and Weapons Trainer act as core cards for the deck essentially. I especially like Weapons Trainer equipped with Captain's Claws, as it will power out 2/1s every time you attack. Stack it with Stoneforge Masterwork and you now have a potentially game-winning threat.
SHO is good overall and helps us stabilize throughout the game, I wouldn't run less than 3.
Toolcraft Exemplar is just good in this deck; he gains bonuses just for us having equipment in play. Very good all around, I would not go below 3 because he is a good t1 play that scales throughout the game. Only complaint is that he doesn't work as well as I'd like him to with Stoneforge.
Thraben Inspector; all-around tech creature, the clue token buffs Toolcraft and you can use it for card advantage later on.
Relic Seeker is basically just an equipment tutor on a stick. Militant Inquisitor can turn into a sizable fatty as the game progresses.
Now to the enchantments and artifacts...
Oppressive Rays. I tried playing Pacifism in this deck but it just didn't do what I needed it to do. Oppressive Rays often fulfills the same role as Pacifism for instead of Pacifism's while also allowing us to stall creature abilities when needed. I've won games because of Oppressive Rays and I would not go below three copies in any iteration of this deck.
Murder Investigation is a nice tech, it often will make your opponent hesitate about killing your creature. Works especially well with Weapons Trainer, as all the tokens will be 2/1s.
Open the Armory tutors for whatever we need, so it's a nice addition. I would never run more than 2-3 though.
Shrapnel Blast is amazing in this deck, it can close out games when our opponent manages to stabilize later on. The only reason I'm not running 4 is because I want to keep this as close to mono-W as possible.
Captain's Claws is probably the core equipment of this deck in that it produces attacking creature tokens when we attack with creatures. ALWAYS RUN FOUR.
Shield of the Avatar is an often overlooked equipment from M15 that helps us with our game plan quite a bit. Much of our strategy revolves around attacking with creatures, and Shield of the Avatar helps us keep our equipped creatures alive by protecting it from damage-based removal and by preventing combat damage from any defending creatures. Good equipment but it doesn't dodge non-damage removal which is unfortunate.
Stoneforge Masterwork works well with much of the creature synergy we have in our deck; Weapons Trainer is the shining all-star for Masterwork as the only creatures he doesn't gain bonuses from are Toolcraft Exemplar and Sram. We would be playing 4 but Toolcraft Exemplar makes this a little difficult.
Helm of the Gods is basically only there to gain advantage from playing Oppressive Rays. I don't know of any better equipment to play so it made the list.
For our lands.
Battlefield Forge and Inspiring Vantage are no-brainers. Ally Encampment is there for Weapons Trainer and SHO. I'm really iffy about having Inventor's Fair in the deck, it's basically only there for the lifegain and that's it. Sea Gate Wreckage as a one-of to keep our hand stocked.
Anyways, I would love feedback regarding the deck, thanks for reading! (Also sorry if the layout is a bit of a mess)