I was pretty dissatisfied with
the older version of Jarrall Combo I had kicking around the collection, sporting Praxis Seats and Crests, and ONLY 12 Merchants. Dark Frontier was gracious enough to gift us with the rest of the Smuggler Cycle, with which we can do degenerate things. If you're unfamiliar with the combo:
Step 1: Merchant for Jarrall
Step 2: Merchant for Savagery
Step 3: Opponent plays 3 or more units
Step 4: Reach 7 Power
Step 5: Play Jarrall and Savagery, attack one of the opponents units (one with <6 Health) with Jarrall. Jarrall's newly granted Overwhelm triggers his Infiltrate ability, flipping over Witching Hour, which should cost 20 (or a bit less if you've played other Merchants in the meantime). Jarrall's ability is worded such that HE deals damage equal to the revealed spell's cost, which means that damage has Overwhelm thanks to Savagery. This should be enough to kill, but if not (or if the opponent refuses to play enough units to let you execute your combo),
Step 6: Merchant for Maul to finish them off.
This version sort of trades one avenue of consistency for another: obviously 5 factions seems inconsistent, but our combo is only in one faction, we simply add the other 4 to gain access to more merchants. This newer build also skips the ramp Relics and adds Xo, which means we should always have a card in hand to swap out for a combo piece in the market.
If you want a combo deck that isn't soft to Regent's Tomb, this is a fine option, especially if the rest of the field is on aggressive-slanted midrange shells that want to commit a few units to the board (like Praxis Pledge)