The Basic premise of this deck is to generate huge card advantage. Truly one of the most successful even handed golem deck, as it is able to play all 4 pretty much every game. My first attempt at the deck centered around Svetya as the big payoff, with a heavy focus on aegis to keep the chain going. The deck proved great against control, but a little bit too slow and gimmicky feeling. The board seemed to shrink significantly as creatures were upgraded. Switching to Vara as the payoff made the deck truly bloom into something else entirely. There's likely a lot of room for improvement on the specific numbers, and the removal suite that best suites the current metagame. I could see needing to switch to a more Svetya centric build if graveyard hate becomes very popular. One of the early mistakes that I had with the deck is including creatures that would sometimes not have targets when sacrificed to Keelo. (for example: I was Using Geomar, the Steel Tempest in the Svetya version. I couldn't play a land and attack for lifegain, then sac to Keelo, since that would lead to a 7 drop.)
Some key interactions:
Every creature sacrifices to keelo to grab another creature. Most of the creatures you are sacrificing result in a +2 casting cost gain for a creature. You should lean heavily into over sacrificing, so that you maximize Vara.
Keelo + Paladin/Ripknife -> 4 drop
Keelo + 4 drop -> Karvet (most of the time, due to how well it interacts with Vara and Keelo)
Keelo + sac either the exalted 1/1 to get Golem and net 0 board power loss, or Karvet to get Vara -> Karvet + 1 more creature
When you get to this step, Since Vara will try to play the creature on a full board, and allow you to sacrifice another unit, you can use exalted to pump an attacker by 5-7 power that turn.
Keelo + golem -> Keelo. And sometimes even follow that with sacing the second Keelo for Golem
It is very very easy for this deck to play out all its Golems.
It is possible that there should be a couple of slots dedicated to increasing the reweave payoff, as it feels like there is room to abuse the card a little more. The deck has a ton of interactions and choices to make, and in some cases advantage you get is incremental. This makes the deck a bit difficult to play and get the most out of it. I'd recommend taking it through the Gauntlet a few times to get the hang of what decisions to make, since it would save you a lot of thinking time.
The drawback is that only it's clone works with Keelo and that it is not a rockstar in all matchups.
Also, I took out 1 Karvet (I know, whole purpose of the deck) and added a snowcrush animist. I felt there was need for 1 more 8 cost and it’s ability to wreck the opposing board gives so much advantage and time. Plus, it get revived by Vara too.
I agree about the Number of undepleated power needs a bit of work. It's more important to keep hands with undepleated second power than to have golem or keelo. I'm testing out a version with Common Cause, since there is a loose dragon theme.
No mass removal has worked out fine, since the board is completely clogged and full of lifesteal. Keep Keelo in your hand, unless you are planning to use it as removal magnet on purpose, since you also have last chance there for this reason. You only need to activate Keelo twice, most of the time. You can also use keelo to immidiately get a second Keelo, which helps a lot in certain matchups.
Also want to play around with Azindel in this version.
I find that most of the times I lose with the deck it is my fault. And I could have still made better choices on how to play out the game.