My first expedition deck this format was an expedition version of FPS amplify combo. The combo is still the same, but the removal, card draw and powerbase are a lot worse. Its still fairly consistent tho, I am currently 10:3 with it between diamond 3 and 2.
The main combo is Overloader+Machinations. You play Overloader, then amplify Machinations (you need at least 18 power for Pyrotech and 24 with Arson, so 10 or 13 life) to get a lot of power with Overloader to then kill them with Pyrotech or Arson (that you either already have or find through Machinations). Hardiness can make the combo 2 mana cheaper (play Overloader and amplify Hardiness 3 times to be at 6 mana) and Realign the Stars makes it pretty consistent (grab combo pieces before or find Pyrotech midways through the combo).
The main problems are aggro: your removal is pretty mediocre in expedition, but Suffocate, Permafrost, Setback and Varas Favor should do a good job at keeping you at a solid life total. Its still a tough matchup. Another big problem is hand disruption: If you suspect Exploits, dont market for Overloader, unless you have Dazzle, because there is no way to get him back. All other cards are there in duplicates, but a well timed hand disruption still hurts. Lastly there are fast removal/negate spells: If you suspect a negate, you can either still go for the combo if you have Pyrotech or Arson in your hand (because you still get the power even if Machinations gets negated and if they keep their negate for your burn spell you can find a negate yourself with Machinations), or you have to wait until you find a negate. Against fast removal you need negates (either Dazzle or Condemn for Tesseracts Technique) or Setback before your combo turn if you go with Hardiness (removal doesnt matter if you just go Overloader+Machinations, because you get the mana before they can respond). With Hardiness you can combo on 6 mana through a fast removal (Hardiness amplifies 4 times, so you get 8 power, which means you have enough to play Machinations+Dazzle/Condemn and Technique).
Good luck and have fun!
Some small changes: one Nectar that can be tutored with Align and can grab back Overloader or a merchant and 4 Exploit added, because it can remove disruption or just an aggressive unit and plunder is great too
Some small changes 2: I made it to Master with a 23:6 score overall. I made a few changes based on AhornDelfins version: 4 Gateway Trooper replace some removal options to make the combo a lot more consistent (Trooper is almost always a draw 2 spell for 0 mana because of 12 plunder+8 market effects and the card your opponent gets isnt that relevant in most cases). 1 more shadow sigil and 1 less primal to safely have 3 shadow on turn 5 or 6. Also edited one of the last paragraphs a bit.