The name of the deck highlights the two most important cards for our strategy,
Overwinder and
Black Iron Manacles. The point of these guys is to set up a situation where you're activating multiple instances of Overwinder's effect and dealing damage thanks to Manacles. You can easily get 10+ damage per turn if you have a full board hitting for face. If your opponent blocks you with a big butt, plunk a
Disassembler down and suicide your Grenadins to get Overwinder working. A timely
Solitude or two can end games in a snap.
Card explanations:
Combust: your most reliable removal. Darude blocking your clankers? Combust. Cirso gobbling them up? Combust? Combrei Healer? Give her something to heal, in the void.
Dark Return: You're going to be milling not only the opponent, but yourself. A LOT. So sometimes you won't have your combo pieces in your hand, or your opponent plays Deathstrike on your Overwinder, etc etc. Play Dark Return and take your pick of the dozens of units you've milled. You're bound to find something for any situation.
Tripwire Grenadin: This little guy is your MVP against aggro and Aegis-heavy decks. He pops aegis, kills Oni Ronin, and activates Overwinder on summon instead of on attack. Word of warning: Entomb effects don't seem to activate Overwinder, so running Ticking Grenadin is a no go here.
Calderan Gunsmith: Should be obvious, but once you have a good field going, you pop her down and see your opponent cry at how he's suddenly milling 20 cards. If you have Manacles down, that's game. She's also fantastic with Dark Return, as you'll probably mill her. Just grab and burn.
Gearcruncher: This deck
can run out of gas, and by gas I mean expendable Grenadin bodies to throw at your opponent. Well, this big guy solves that problem, and actually makes suiciding Grenadins all the more attractive. Suicide them, get some damage in, pop this guy, refill your entire field. Bonus if you pop a Calderan Gunsmith down on the next turn. This kind of thing makes grown men cry.
Finally, the Waystones. The granite one should be obvious, as more Grenadins = more mill, but the amethyst one is especially good. It gives you draw power, procs Manacles since your opponent draws twice, burns with nightfall, helps you deck your opponent out, and gives you a nice shadow influence for your troubles. In short, miraculous.
Let me know if you have any comments or suggestions for the deck. I'm aware that this is jank-tier, so don't expect to win 50% of the games you play. Maybe around 30-40%. Most of all, have fun!