After having done some testing of other decks for a while, I recently returned to this deck (which I still consider as my main deck). To my great joy I found that it was still great and a very potent deck even in the current metagame, although you have to adjust the sideboard to all the prison-ish hate out there. Balance and more swords/paths are good as well as engineered explosives for all the spheres and hatebears (gotta hate 'em bears...).
I have been having great results with this deck recently, going 4-0 in a paper event in NYC, 3-1 in a MTGO daily, and 12-4 in "casual" games on mtgo. My only loss in the daily was to Montolio, and the games were very close.
You can watch the deck review here (please let me know what you think about my questionable plays!):
Game 1 vs Montolio here: https://youtu.be/Pjz1mMQFzDQ
Game 2 vs Montolio here: https://youtu.be/UkNd4Ofv0Mk
I think this deck is very well positioned at the moment. It has Stony Silence for the Paradoxical Outcome decks and Ancient Grudge for the Workshops. It is a bit bigger than most Blue decks, which I think helps. Really, it doesn't seem to have any obvious weakness, besides perhaps Landstill. I am thinking that a Mountain in the sideboard may make more sense than a Plains. I would love any ideas to help continue helping this archetype improve.
Game 1, after looting with JVP and drawing a second copy, I would have discarded Grudge and flashed it back on Fleetwheel Cruiser. Untap, Time Walk, loot with JVP, untap loot with JVP, Flip and +1 on Legionnaire, play out Mentor with possible Gush/FOW based on draws (or JVP #2 if you miss on the land drop so you can keep up Force). This gives you a JVP with 6 counters, a blocker for the Legionnaire, and a way to build advantage in the next couple of turns. Later on, I would have removed both of the opponent's creatures rather than chumping with JVP. Also, I think you had to let Revoker resolve and hope to draw a 3rd mana source to keep up Force as you have very few answers left to Trike or Cruiser.
Game 2, you locked yourself into Claim on the Mox Pearl whereas I would have held it to either hit one of his threats or to hit the Sylvan Library and gain more life to work with. If you were going to claim the Pearl, you needed to fateseal your opponent to keep him from drawing lands (I think you realized that in hindsight).
This was interesting. Congrats on the performance with the deck.
Thanks for the feedback @ChubbyRain. Analysis like yours will certainly help me get better.
In game 1 I didn't even see the line of discarding the Grudge. I was apparently too concerned about killing 2 artifacts.
In game 2 I completely forgot that I could Claim my Sylvan. I need to figure out how to see all the possible options!