This attempts to be the Paladin equivalent of Chainbrei: play ramp early and then rely on the absurd power of Chains to kill everything. It fairly quickly evolved into
a weapon focused deck that was more fun to play so I haven't tinkered with this variant as much. Main decking Chains has the advantage of maintaining your late game through market based attachment removal and allows you use your merchants early for board presence.
After going back and playing this deck not having
Regent's Tomb in the market frequently feels like a heavy downside. Feel free to adjust accordingly.