This is a deck I made to pull off a combo that produces infinite
Auralian Merchants.
The image above is a bit outdated due to the deck having justice but the combo still remains the same.
In order to perform the combo, you want to get your merchants to have echo, and be low cost. You also need 4 of these merchants in your hand. Utilizing echo and twinning ritual makes this not that hard, actually. The hardest part is getting the echo onto the merchant in my opinion.
To perform the combo, play the first merchant, and put the second merchant into your market. Then play the 3rd merchant, and replace the 4th merchant with the merchant in your market. Because of echo, you will get 2 more merchants. Play one of them, swap the other with the one in your market, get two more merchants, and repeat until you run out of time, power, or stop caring.
Some of you may wonder why
Spirit of Resistance is in the deck. The answer is that I personally find it to be fun. Due to the cost reduction, echo, and return-to-hand-or-deck effects, Spirit can win games sometimes due to his massive board presence, attachment removal, and board clear abilities. Of course, sometimes he is removed as well when you play him, but generally even if that happens it buys you time to assemble your combo.
Finally, I wish to say that this deck is not very good. I find the infinite merchant combo to potentially be somewhat viable, since when you get it you often instantly win even if the opponent clears the board. Unfortunately, my deckbuilding skills are not amazing, and I built this deck more as a proof of concept than anything. Some tuning has gone into it, and it is much better than past iterations, but if you need to make changes to the powerbase or the cards within the deck I would advise you to go for it.
It seems like you can combo with just one Echo Merchant and the Meditation in the market:
Draw Echo Merchant. 2 Merchants in hand.
Play Merchant, swapping Merchant for Meditation. 1 Merchant in play, 1 in market.
Play Meditation on the Merchant. 1 Merchant on top of deck, 1 in market.
Next turn, draw Merchant. 2 Merchants in hand, 1 in market.
Play Merchant, swapping Merchants. 1 Merchant in play, 2 in hand, 1 in market.
Etc.
The reason for this is the fact that crown can give destiny. Normally, destiny is amazing for crown, but in this case, it forcefully ends your combo and makes it impossible to continue your combo with the current merchants. Perhaps the new inspire unit that gives battle skills would be better, but I don't have enough shiftstones to test that and I feel like the combo is already powerful enough so that it isn't required. It is an interesting idea though, I may try it in the future.