Artmage Power Patron Budget Friendly:
If you have the cards:
-FNV for Pair Bear since the extra deck dumps activate Vidolium summon incredibly easy
-Pot of Sloth for Evenly or Dark Ruler
-Solemn Accusation is insane in the extra, cut DDG and Thrust for it
Otherwise the deck works pretty well
Maindeck Ratios:
Only 1 Finmel needed since the Artmage Power Patron can be fused away for Non-Finito as well
2 Medius to make room for Shade, since Medius is searchable anyways
2 Fieldspell since you can hit it in combo if you are in a dire spot with the banish effect of the Power Patrons
2 Jupredo since if you go through it first, you still have a body to summon off of Nervedo and can use Junoldos broken card draw
3 Pendulum Treasure might be cuttable down to 2 if you play called by in the main deck (its a inferior starter anyways)
2 Artmage Power Patron with the same reasoning as the fieldspell + it can be send off of Terminus
2 Vidolium since you cant really go through him more than once in a combo anyways and there are other search targets if drawn
Super Poly suite and Chaos Angle can be used instead of the W:P and Access code one in the extra deck
Generall strategy:
Deck plays very non-linear depending on your hand
One of the best opener if you have follow up is to use any spell/trap and Nervedo to get to Non-finito and set the trap, this gives you handtrap protection (from monsters) that can hardly be interacted with (veiler and imperm) since it sets
Usually you want to go through the power patron part of the deck first since the Artmage fieldspell locks you out of certain lines (primary the pendulum stuff)
Endboards should always contain at least: Varudras, Non-Finito, the trap, some sort of artmage setup ( either Diactorus, or Finmel and litera on board)
Briding isnt really necessary since Nervedo is both an artmage and a power patron, medius can go into both lines depending on your needs
Generally dont shy away from summoning Medius without the extra normal of the fieldspell since you hardly ever need the normal summon in this deck anyways
My version plays breakers in the main deck to compensate for the lack of handtraps and Pot of sloth
With the fieldspell you can turn any spell/trap into an artmage body so drawing them going first in the first game isnt the end of the world and going 2nd first game is insane with drnm into evenly.
Side Decking:
Going first after siding gives you a couple of options: I usually keep PBS/FNV since it can be used as an interuption on the opponents turn; i side out -3xfuwa -3xdrnm -3xevenly and add +called by +triple tactics talent +2xdroll +both solems +ddg +2xthrust
Except for droll, the same reasoning as for evenly and drnm applies, turn any unwanted cards into artmages even though your going first tools tend to be too good to pass up on
If you can get into a reasonable combo + DDG or Solemns you usually win the game instantly since hardly any deck can play through a omni negate ( and 1 onboard omni, and 1 monster omni) and a floodgate/solemn
Going 2nd you can side out pendulum treasure for sphere mode and if you feel like you need ash in the matchup, side out Shade the obscure, the 2nd copy of Jupredo and the Power patron field spell
The deck has a lot of power but is quite hard to play correctly since the power patrons enable so manny lines
The deck profits quite hard from knowledge about your opponents deck: If you know its a breaker deck, play way more greedy and dont go for Non-Finito handtrap isulation, If your opponent is on handtraps, abuse Non-Finito and talents and thrust to win