A fun deck that may perform surprisingly well for you.
The basic premise is to use stoneshaker to make everything in your deck cheaper, and then to play off the top of your deck as much as you can. Obelisk is also very important for the hordes of creatures you make. Filling the board is surprisingly easy with one or 2 stoneshakers.
Very mana hungry, almost always ship 2 power openers.
Non-warp cards:
Behemoth is there to thin the power, make warp better.
Soulfire is there to give long-game against the flying decks, and make your deck a lot better vs. control decks.
SST is for flying/aggro matchups.
Carnosaur is your removal, that gets cheapened by stoneshaker and leaves a big threat on the board.
Trail maker is really important for the influence-fixing.
Merchant is for the market and ramp.
Market:
Carnosaur is the removal you need for icaria. Could be a xenan initiation as well.
Lumen reclaimer is for the long games. Hasn't come up much, might get rid of it. I do like the idea of adding X warp/non-power cards back into the deck though, for even bigger warp turns.
Disjunction is for when you need attachment removal.
Obelisk is the card you'll grab the most/first, since it's pretty integral to the deck's strategy.
Scarf is the best way to force the game to be played on your terms vs. control, valkyries, flyers, etc.
Another option you can try is a Fire market, for the extra stoneshaker. I opted not to, because you don't get the extra power, and you don't get an immediate effect with stoneshaker.
For naysayers of stoneshaker, just consider you only need it to cheapen 2 cards before stoneshaker is the same as a 1/1 grenadin. Everything after that is gravy.
You often want to play out all your land for better warp turns, so consider holding a dinky warp creature that might not affect the board for your merchants. It can be hard to balance though, because putting pressure on the opponent is the best way to make sure problematic creatures either don't stick around or don't get time to do their thing.