Zombies is just a deck with creatures. It's good but beatable.
Marvel is something else. It's powerful, but as we learned in the Emrakul, the Promised End era, it can be extremely flexible. For the near future you have two options: play it or beat it.
For reference, here are the three current varieties.
First is what I consider to be the best creature heavy build in Martin Mueller's Top 8 list featuring Servant of the Conduit and Chandra, Flamecaller. This is the list I would tell everyone to start testing against.
Second is the halfway list with Glimmer of Genius played by Yuuya Watanabe. It's a bit less powerful in some ways, but a bit less likely to just be stuck with crappy beatdown or five-card hands.
Finally, there's the pure control Bant or Four-Color list that part of my team played. It has a bit more of a complete do nothing fail case, and as is, ends up a bit behind in the mirror, but often crushes Mardu and Zombies.
Card by card, lets break down why these lists are built in divergent ways.
Aether Meltdown is not very good against a lot of the creatures in the format. It doesn't stop Winding Constrictor, Cryptbreaker, Diregraf Colossus, or Tireless Tracker. The exception is when your opponent is playing Heart of Kiran and Scrapheap Scrounger, at which point it becomes quite good. Given that Mardu is not favored against Zombies and isn't default great against Marvel, I'm not sure how much that matters for the coming weeks.
Worth noting: Even if you have Aether Meltdown in your Marvel deck, you still need a plan for managing Gideon, Ally of Zendikar. Meltdown will not save you there. I'll get to how we managed that in Bant Marvel in a minute, but the Temur Aetherworks plan is basically Thopter tokens and Ulamog triggers. Not bad, but not comprehensive.
That said, I think Yuuya just broke it by playing tons of Dissenter's Deliverances in the same slot. Instead of a card that is only good versus Heart of Kiran, this card is good versus Heart of Kiran, Aetherworks Marvel, and drawing your bad cards at the wrong time. It's likely this is just right for the near future. It even kills Torrential Gearhulk, which is a key in making your control matchups extend to the point where you have ten lands and an Ulamog, the Ceaseless Hunger to resolve.
I've become less and less of a fan of Censor as a half cantrip in Marvel. The extra interaction is nice, but the problem is the second copy of Censor always sucks. Unlike control, your mana usage is really taxed by four mana sorceries and three-drop creatures. Finding time to spend the blue to cycle isn't always easy. I don't mind playing one or two to mise, but this is a basic deck-building lesson. If you never want to draw two, then only play one or two.
Moving to the real card draw, the real winner is Glimmer of Genius. That card is phenomenal and a huge part of Marvel being able to effectively use answers and sweepers to take control of a game. I would not play the deck without at least three of that card. The fourth can lead to drawing the second too early and is negotiable, but I would still bias towards having it unless you are trying to find room for other similarly clunky cards like Bounty of the Luxa.
Anticipate is merely fine. We played four as being able to find your Fumigate or Aetherworks Marvel on time was super important, but if you are playing creatures it isn't necessary. Just having Thopter tokens buys you approximately the same value in draw steps seen.
So why did we not like Rogue Refiner? Have you tried to block any of the Standard creatures with it? They are all 4/4 fliers, have menace, cost multiple mana less, or just recur. Rogue Refiner is good when it is attacking control and midrange players, but we expected tons of Mardu and Zombies where it's really slow. It can be okay in the mirror, but honestly that's some small ball nonsense in the face of 10/10s. Your mediocre draws are decided on that level, but the good ones end in other ways.
There is one thing that extra creatures do help with: exile-based removal. In the face of a bunch of Cast Outs and counters it is possible to get run out of Ulamogs. It almost happened to me in my round seven feature match. If you have Rogue Refiners and Whirler Virtuosos, you could just lean on the Ulamog three-for-one doing the job, but you have to go a bit deeper without creatures. You need to time Aetherworks Marvel activations to maximize the odds of a single Ulamog attack happening, but if that fails...things get weird. You can Commit their removal spell or your Ulamog in response to a kill spell, use the exile triggers to kill Cast Outs and put copies of Ulamog back in your graveyard, putting as many lands and Puzzleknots on the table as you can, and then cast Memory to try and Ulamog your opponent off the lands necessary to kill the last one or two.
Be aware that against Declaration in Stone, legend rule protecting your Ulamogs on the reshuffle involves casting one from hand then activating Marvel hoping to hit the next one.
Yes, this falls fully into the nonsense realm.
In the core Aetherworks Marvel strategy, Servant of the Conduit is basically a blank piece of cardboard. Yes, you can cast Aetherworks Marvel on turn 3, but you absolutely can't activate it then. A literal Glassblower's Puzzleknot might be better at enabling your combo, as at least that one locks in another two energy the next turn.
When you are trying to protect Aetherworks Marvel from countermagic, the bonus mana from Servant of the Conduit might help. The problem is that spending a card to draw and cast Servant of the Conduit is probably worse than drawing another card that actually requires a counter to answer. In testing, our best Marvel decks against control could sideboard into no Servants, no Woodweaver's Puzzleknot, and just be stacked full of threatening creatures, card draw, and counters.
The one place Servant of the Conduit is actively good is when you have some non-Marvel permanent you are trying to cast. Chandra, Torch of Defiance and Bounty of the Luxa are the two big winners on turn 3, and Chandra, Flamecaller a turn early isn't bad either. If you aren't playing any of these cards, you should stay away from adding four Grizzly Bears plus energy to your deck.
Onto the bonus mana sources.
Chandra, Torch of Defiance is just bad. It does nothing the turn you cast it and defending it is near-impossible. Everyone has too many creatures, and your blockers aren't good enough versus the quantity and quality that Mardu and Zombies present. The quantity/cost of creatures being slanted aggressively also means Chandra's -3 ability is most likely leaving her exposed to an attacker and dead. Maybe she would rock in a format with more cards like Kalitas, Traitor of Ghet, but it turns out all of those kind of creatures just suck against Ulamog. Sorry Chandra, maybe you will be great once that nonsense and Archangel Avacyn rotate.
Bounty of the Luxa is not a card I tested a lot with, but it is super interesting to me. A no-Marvel list actually did well early in the format by leaning on this card. Having to wait two turns for mana is not ideal, but the steady churn of cards and mana allows you to really go off with other card draw effects, leading to you establishing battlefield control without needing to resolve an Ulamog.
Nissa's Renewal is a weird one.
It's really good at casting Ulamog, but it's also slow. It doesn't do the job without help, but if you are remotely close to stable before casting it, there's basically no chance things go bad with the bonus seven life.
That brings us to the sweepers.
Fumigate plus Nissa's Renewal was the duo that drew us to Bant Aetherworks. Fumigate is lights out for Zombies most games, and that pairing allows you to win games without casting Aetherworks Marvel. Fumigate and Nissa's Renewal Time Walks the follow up with life gain, and suddenly a 10/10 exiles their stuff and the game ends. This is the sequence we used to handle Gideon, Ally of Zendikar. You can do a good job of treading water against five damage a turn with nine spells that gain life in your deck, until some point where an Ulamog, the Ceaseless Hunger enters the stack and Gideon is just gone.
Before you suggest Descend Upon the Sinful as a possible way to handle Gideon, Ally of Zendikar, we thought about that. That would involve clunking up your deck to support delirium and realizing your common play of Ulamog into Wrath is now just a failure. If Archangel Avacyn and Selfless Spirit get huge I could see it, but at the same time that probably means you are playing against W/U Flash and should just play anything that isn't Aetherworks Marvel.
Chandra, Flamecaller is similarly good to Fumigate against Zombies, but it's also a huge threat against control and in weird mirror match scenarios where everyone's Marvels have died or decided to brick off. It's also just another good card to hit off Aetherworks Marvel, as the worst case scenario is it cycles your remaining hand to find energy for the next spin of the wheel. The only difference is you can't fire it at instant speed off a Marvel activation, which is an issue against Heart of Kiran. It is worth noting you can still cast Chandra off an end of turn Marvel activation, which is an important timing to play around Nahiri, the Harbinger's -2 ability exiling a tapped Aetherworks Marvel.
Radiant Flames and Kozilek's Return are there because sometimes the expensive answers are just too slow. When Zombies curves out one through five on the play you are just dead sometimes, or when they just have multiple lords. Radiant Flames is distinctly better as a sideboard card as it hits Lord of the Accursed, but Kozilek's Return at instant speed is better at holding off Scrapheap Scrounger. The flashback really doesn't matter a ton, as usually if the front side was enough of a sweeper to matter the Ulamog trigger is going to kill them regardless.
We had World Breaker in our sideboard. It sucked against most things.
It does wreck Heart of Kiran, but it's a bit slow there. It was too clunky for mirrors and one permanent just wasn't enough. The one thing it did well was beat people who thought Cast Out was an answer to Ulamog, the Ceaseless Hunger. Bonus points if you play around the next Cast Out with Harnessed Lightning on your own World Breaker.
If you draw both of your Dispossess, that's just not going to end well. The Marvel deck has nothing worth spending the other one on, likely will have shaved Woodweaver's Puzzleknots in anticipation of playing the no-Marvel game where energy is less relevant, and just exploit you being down a card like a good control-ramp deck.
And if you are on the Dispossess side of this, you do want access to that one and not just Lost Legacy. This week Ulamog, the Ceaseless Hunger was the card that mattered, but next week you will need to fight Torrential Gearhulk as well. Not that those decks can't also win without their flagship threat, but it's much harder.
Torrential Gearhulk is pretty unexciting. A single 5/6 doesn't really beat or fight Zombies that well, it's slow against Mardu, and is too small in mirrors. Just give me a six-mana Chandra and call it a day.
Dynavolt Tower is a bit of a fixer upper for the creatureless lists. If you ever play a matchup where Harnessed Lightning and Aether Meltdown aren't good, you are really short on energy production. Dynavolt Tower helps bridge that gap. It also provides another way to handle the "more than just power and toughness" creatures, like Winding Constrictor. The only problem is that Dynavolt Tower is susceptible to people attacking you with Manglehorn instead of Dispossess which punishes you for investing three mana in the first place.
Tireless Tracker is overrated in mirror matches. Not bad, but overrated. It was really good in the "do nothing but counterspell" mirrors early in the format, but since then, people have started playing other threats and leaving in Harnessed Lightning. Rogue Refiner and Whirler Virtuoso only locked in the fact that spot removal is still good, which means Tracker often just dies.
You can run away with a game because of Tireless Tracker, but you can also just get stuck with a clunky sorcery speed spell that doesn't interact or add energy and have your primary plays fall apart as a result. If more Ceremonious Rejections saw play, that might change as you can go full on tempo, but for now bringing in a bunch of Dispels and Trackers is just an easy way to die to turn 4 Marvel with energy.
The main reason Tireless Tracker is in your deck is that, in addition to being fine but not broken in the mirror, it is one of the absolute best cards against control. Dispel might be better there, but it isn't dual use in the same way Tireless Tracker is, as it is too narrow in mirrors in large numbers. You do still have a few very distinct archetypes to cover, so getting that extra value on each sideboard slot does matter a ton.
The card I wish we had was Confiscation Coup. While it doesn't quite cover the energy deficiency against control, it is absurdly powerful in the mirror matchup. It upsets Tireless Tracker (if that matters in a game) and breaks games where Aetherworks Marvel misses. I never actually saw it cast, but just thinking about the blowouts it can easily induce is crazy.
Manglehorn is the other beating to deliver in a mirror match. The dream is picking off a Woodweaver's Puzzleknot and using the Root Maze ability to hold off a second Marvel just long enough to Dissenter's Deliverance it. Having a Manglehorn also means that even if your opponent resolves their Marvel, you get to use their tap down to resolve yours and fire away first. This is another vote against Torrential Gearhulk and basically any other artifact: dying to Manglehorn without the chance of producing an Ulamog first sucks.
These are only the options from these early weeks' iterations of the deck. As other new decks come in and out of the metagame, new choices will surface and Temur variants will cycle through all sorts of options. This also doesn't even cover the Sultai Delirum spectrum, which can only get better with more time and tuning.
Like it or not, Aetherworks Marvel is here to stay as a fixture of the Standard format. You need to adjust to it; and if you play the deck, you have to understand you have the tools to adjust to everyone else. You are a broken deck, but you have the tools script a fair game however it best suits you. Find them and use them.