Based on
Return of the Dragonpyre, but leaning more into inscribe.
With the recent loss of EHG, there is little reason to stay even, but I haven't found the right cards to replace the lost ones. It might be right to switch time->primal or even add a 4th color now.
Volatility now has a good chance of drawing an inscribe card (70% to see >=1 by looking at 10 of 75; this isn't ever what happens in game, but it gives a good approximation). 96% chance to draw at least 1 card, 80% to draw >=2.
Of course, the main point is to play
Wasteland Broker to fill the top of your deck with
Sol's Rest and take the rest of the turns to win. You can get there either with ramp via Powerstone or skipping steps with
Worldpyre.
Bathe in Light is often an instant win against combo decks. Chaining them can hold off OTK decks until you can start chaining
Sol's Rest and/or
Aid of the Hooru.
Vermin's Feast is very rarely played on the frontside, but can be powerful against recurring threats.
The removal package could probably use meta-specific tuning.
Typical/ideal play pattern:
T1 nothing
T2 painting,
Exploit or Powerstone
T3 removal, tapland
T4
Worldpyre, ideally, or
Wasteland Broker if necessary (but you might not be able to play the big spells if you curve out w/Broker)
T5 Sweeper? Xo? Whatever keeps you alive and digging.
...
T10:
Wasteland Broker ->
Volatility for 4
Sol's Rest -> win
There are no power cards than come in un-depleted on T3. All of the non-inscribe power produce 2 influence for
Worldpyre. So
Power Stone unfortunately doesn't let you ramp into T3
Worldpyre. That could be an argument for putting something else in the 2 slot, but a T5 hardcast
Fall to Ruin can be the difference between a win and a loss, so the ramp still seems worthwhile.
The board slots
Silverblade Menace and
The Witching Hour never really come in; something else could live in those spots.
Voprex, Hope's End may be the right choice against some Big Creature decks.