This is a basic Esper Artifacts deck utilizing Sydri, Galvanic Genius for her activated abilities. There are a few combos that are standard in an Esper Artifacts deck. They are:

1) Sharuum the Hegemon + Phyrexian Metamorph with Disciple of the Vault on the field. Probably the most common Esper Artifacts combo. This creates an infinite damage loop that can be targeted. You can kill problem players with this and then continue that game on its merry way, or you can just win. (Sometimes after a long game, winning is necessary :P)

2)Time Sieve + Thopter Assembly This one is pretty common in an Esper Artifacts deck too. With your are able to sacrifice the tokens that Thopter Assembly makes to Time Sieve to create infinite turns. Depending on the play group this might win you the game. In other cases, you might have to play through, in which case you can just beat face, or use the combo listed above.

Combos Specific to Sydri, Galvanic Genius

1) Use both of Sydri, Galvanic Genius 's abilities to make Staff of Nin a Likelink Death touch creature to get rid of any problem creatures. Also since Staff of Nin is colorless when it becomes a creature, you get around protection from (insert any possible color)

2) This one again requires the activation of both of Sydri, Galvanic Genius 's abilities. First you must animate Gilded Lotus to make it a creature. Paired with Voltaic Construct you can create an infinite amount of any color of mana. This can be helpful to spam the board with other combo pieces to win the game.

Interesting interactions:

1) Leonin Abunas + Memnarch This is something that can be used to make Leonin Abunas Untargetable by your opponents. Since Memnarch makes something permanently an artifact, Leonin Abunas will make it very hard to get rid of. Throw a Darksteel Forge in the mix to make it even harder to remove your things

2) Venser, the Sojourner + Ring of Three Wishes This give you as many tutors as you could possible need. Since the counters on Ring of Three Wishes will reset when you +2 Venser, the Sojourner you can essentially tutor anything that you could need out of your deck. Paired with Unwinding Clock you can tutor for answers even!

Stand out utility cards:

1) Vedalken Orrery -With Shimmer Myr only your artifacts have flash. Why limit yourself, Vedalken Orrery can be used to cast anything that you could need at a given point.

2) Darksteel Forge -Not much needs to be said about this. Who doesn't like indestructible things?

3) Etherium Sculptor and Cloud Key -Both of these reduce the cost of the artifacts that you control. Being able to cast things for cheap is always nice.

4) Unwinding Clock -Having all of your artifacts untap each turn is very nice. Since Esper doesn't have access to Seedborn Muse this is a nice alternative. Since a lot of the mana that is produced comes from different mana rocks, being able to utilize them each turn is nice.

5) Ethersworn Canonist -Putting your opponents on lockdown is nice. Sure there are easier ways to do so, but they are mostly two card combos ( Knowledge Pool+Teferi, Mage of Zhalfir ) This one is a lot easier and still lets your opponents do something so you don't get to big of a target painted on your back.

6) Praetor's Grasp -This card shines in multiplayer. You are able to search your opponents library if you want to get something (Say, their Jace, the Mind Sculptor ) But the fact that you can search through your own library is nice in certain situations.

7) Acquire -I always love playing this card an stealing someones Batterskull or their Sword of Feast and Famine with this. Its a card that generally is NOT included in an Esper Artifacts deck, which is art of why I did include it and think that it makes my deck unique.

8) Muzzio, Visionary Architect -This card is insane and does some work. Sure you don't get the precision that you get when you use Acrum Dagson but you also don't draw nearly as much hate. Not drawing as much hate is always nice. Plus this guy can power out some huge artifacts right away if you get lucky.

9) Filigree Angel -Who doesn't like gaining life. Since most of the deck is artifacts, you normally gain a large amount of life when this enters in the mid to late game. Pair this with Venser, the Sojourner and you can generate A LOT of life

Notable Beaters:

These creatures are the "bombs" of the deck persay. It is sometimes necessary to go with the "beat-face" strategy, and these make it happen

1) Magister Sphinx -Setting someones life to 10 and being able to swing in for 5 flying is nice. Great utility and a fairly decent cost. Also since its an artifact, its pretty easy to cheat onto the field

2) Steel Hellkite -Flying beater with a "fire breathing'' affect. Paired with it's second ability it is easy to get rid of problem permanents

3) Inkwell Leviathan -Shroud, Islandwalk, Trample.

4) Sphinx of the Steel Wind -Flying, Vigilance, Lifelink. Nothing to sneeze at. That on top of a 6/6 body is amazing. Having Protection from Green and Red is just icing on the cake

5) Broodstar -It's CMC seems fairly high, but it is possible to drop on of these on turn 3 with the right hand. Being able to cast this late game for only double blue means that this is going to be an 8/8 beater with flying for only 2. This cards on;y downside is that it isn't and artifact.

6) Tempered Steel -Although it's not a creature, this will power up close to 90% of the creatures in the deck. Plus all of the creatures that you can animate with Sydri, Galvanic Genius

The land base is fairly typical. Obviously there are other cards that could be added to make it more consistent, but I'm happy with it. Once I add Academy Ruins the deck will be more consistent.

Please feel free to leave suggestions of what I should consider for the deck. Make sure to leave a reason though! Thanks and I hope you enjoy the deck and making your own versions.