Silverware- the better to eat you with my dear
Here's the theory: there are now two 2-drop critters that have ETB equipment fetch effects, which is enough to reliably count on as being readily available. As such, if you land one, you've got a toolbox option of wincons and a guaranteed plus in material. BUT, that's not enough to hang on in modern anymore because there are so many wicked fast things that can happen and so many stupid weenie threats that basically ruined the format. Thus, this idea only works with a deck that does next to nothing else other than say 'no' to everything opponent does very, very quickly and then relies on this interaction as a grindy wincon after you've exhausted the rest of your resources exhausting opponent's resources.
As such, we've got a build with twenty four 1-drops, almost all of which say 'no' one way or the other. Ideally, this deck uses a turn 1 discard spell (there are eight), then fields a turn 2 fetch critter (if you've pulled out opponent's response), then proceeds accordingly based on your/opponent's situation as to what wincon route to pick. You either stick a weenie with a weenie equip and grind for advantage, try to stick the Kaldra and smash quick faces, or grab Lion Sash and go for the long-game control grind.
The whole plan is augmented by Urza's Saga, which has the delightful amplification of fetching either your equipments or some answers as well as giving you critters to stick the equipments on, so it fixes whatever problem you want. I only kept it at 3 copies to cut down on the mulligans, as this deck is trying to out material grind, so every mulligan you take is an uphill battle, especially on the play.
You've also got some fun Ephemerate tricks you can pull, as it's a spot removal counter but also fetches more equipments, exiles more stuff, and cheats Solitude into play turn 1, and that's wicked powerful against a turn 1 Tamiyo.
Plenty of maindeck grave hate, some of which is fetchable, and enough grindy land/material overlap that hopefully you'll have a better topdeck ratio than opponent, so you can dump your hand into control/removal and have better options when you're out of gas.
I don't think it's quite up to the Tier 1 stuff, but it's an idea.
Thoughts appreciated.