Develop and control the board while stalling the game out to get Keelo into play. From there, control the board and get Shrine out to put the game out of reach. At 6 power (or 5 power and Keelo out) you can play a market unit and get Krull, playing a second Market Unit from the void, swapping Krull back to the market and getting a Market card you want (Shrine or Combust).
The Junkyard maybe should be a power card, as the only way this deck tends to lose to AI is stumbling on power. Very big comeback potential out of this deck, but careful sequencing is often needed.