DESCRIPTION
trying to get it solid before i actually buy it. i would suggest you proxy this deck and try it yourself before you say it just wont work.
im thinking about bringing each creature down to 3 of each, or take away some draw power, so i can open up some space for counter spells. the general idea is turn 1: kraken baby, turn 2: plated seastrider, turn 3: grand architect, tap all three, poof wurmcoil engine. if you dont get a wurmcoil... draw for it or play a treasure mage. the most fun thing to do is turn 4 play the treasure mage, go through the deck and get a wurmcoil, tap your three blue creatures and throw him down as well. not to mention, with grand architect, why not pay a blue to make the wurmcoil a 7 7. Not to mention... sideboard???