Play amplified Diogo, play Resurface, then effectively win on the following turn when you Invoke your way through most of your deck (and can merchant for Reclaimer if you actually get all the way through your deck before filling your hand). You don't actually kill people on the turn you go off, but it turns out that you don't need to kill people immediately after getting a 15-for-1.
I don't think this deck is busted (e.g. I didn't take it to the ECQ), but it is fun and reasonably competitive. I thought a decent amount about this build and I'm fairly happy with it - you have:
16 cheap ramp cards (Journey Guide is the best since your deck is almost all units and you merchant for Diogo on turn 2 or 3 almost every game)
16 merchants (you need so many to get both Diogo and Resurface and also have a 95%ish chance of getting access to a T merchant while comboing)
8 merchant food (and snowballs are good interaction, while Xo helps to make winning post-combo nearly guaranteed)
2 Invokes (if you draw one you can just merchant it away, while if you draw 2 then you need to play one and Excavate it back to combo out)
8 defensive non-spell cards (I've gone with Moonstones and Wasps - Moonstones are nice because they double as undepleted T1 power for initiate/Guide, while Wasp is the most reliable non-spell removal that can be used by this deck and is especially good against Palace)
The market is very crowded in this deck - you need Diogo, Resurface, and Reclaimer for the combo, Display is a flexible card that can usually ensure you win post-combo, and Excavate is the best way of making sure that you can still combo through disruption (e.g. if Invoke gets Unsealed then you can just Excavate it back).
Permafrost is definitely an option, but it's embarrassing enough against Palace that I prefer Wasp for now.
Permafrost is an option if you face lots of aggro, but the ladder is a whole pile of Palace decks right now, so playing more cards that accelerate the combo is probably better.
You note in the deck guide that Excavate can protect you by letting you get Invoke back if it gets countered, but I also used it to not die after Invoking down to 0 cards. If you don't have enough power to merchant for Reclaimer immediately, you can rebuy a merchant with Excavate to survive the turn, and then find your reclaimer next turn. I can't think of any other card that would pull double duty like that, so it's a must-have, IMO.
Ponysnatcher is a huge problem if they land it early enough. Not many people are playing it, but it completely destroyed me in one game. If for some reason it picks up in popularity, we might need Permafrost over Display (even if Auralian Merchant can't get it).
After running into some big ol' Varas, I made room for a 1-of Shimmerpack. It makes winning a lot less tedious when they have removal for Xo, since the deck actually doesn't have *that* much total creature strength, but does have tons of expendable bodies once you combo out once.
I don't think Ponysnatcher is likely to become popular anytime soon since it's a pretty lousy card in most matchups, but it is certainly good against us - we can sometimes snowball it down before it steals anything vital, but more often it wrecks the combo.
I haven't yet had any trouble actually winning on the board post-combo, so I'm skeptical that something like Shimmerpack is really worth the slot.