Ordinance Scavenger OTK with Yushkov, Brutal Tyrant.
Your combo is:
1. set up the combo by playing the market copy of
Shiftstone Processor and by playing at least 2 of your deck's sigils
2. play Ordinance Scavenger, discarding your entire deck and drawing
Surgeon's Saw
3. use the Saw to pull a merchant, and pull Smuggler's Stash from the market
4. use Stash to pull
Yushkov, Brutal Tyrant, Headhunter's Axe, another Saw, and a unit based on what you need.
If your opponent has an aegis, pull a
Tripwire Grenadin and pop the aegis
If you need shadow influence and you haven't played a power card this turn, pull Crown Patroller and plunder your extra Saw
If you need attachment removal for some reason, you can pull a merchant and go into the market for Bore
If you want to flex with a dragon, you can pull
Xo of the Endless Hoard from the market
Anything else, you can pull
Umbren Deathwatcher for max damage
5. Play Yushkov and Axe/Deathwatcher, use Yushkov's effect on the opponent's face, and be happy that you won a game with a 3-color deck with only mono-color power.
This deck has some advantages over the normal Ordinance Scavenger variants. The first is that Smuggler's Stash can be pulled by either merchant, so if you
Cen Wastes Smuggler gets hit by
Turn to Seed, you can still pull off the combo because Stash can still be pulled by your other smuggler. In addition, the choice to have Ordinance Scavenger in the main deck means you have more freedom to combo since you don't need double merchant, and you keep some semblance of consistency with the main deck
Rujin's Choice and the market
Rise to the Challenge.
This deck struggles against fast/Aniyah aegis, Just Deserts, and counterspells. If you're fighting a lot of primal decks with Transpose markets or a lot of Hooru, you can put a 1-of Vara, Vengeance Seeker to deal with the aegis. Counterspells aren't a big deal relative to normal Ordinance Scavenger variants because most can still hit the Dark Return from the Sugeon's Saw, but keep in mind Dazzle will likely be in a lot of primal decks.
Big reason to run this version over the Gravewatch version is you still have a game when your Cen Wastes Smuggler gets hit by TTS, Royal Decree, etc. Most Gravewatch variants run Cen Wastes and Red Canyon Smugglers, and you can't win if Cen Wastes gets Decreed or TTS'd because Dumping Ground is shadow. Smuggler's Stash can be pulled from either merchant, so there's more versatility with your market pulls. You also can beat some things that Gravewatch variants can't like Desert Marshall and any stun/Just Desserts and slow face aegis. There's also budget concerns if you don't want to craft Grinva for that deck since it's mostly useless outside of this deck and old Talir combo.
There's also the advantages of putting Scavenger and Rujin's Choice in the main deck, but that could be done with Gravewatch variants too.
There are other benefits to the deck too. This deck costs less shiftstone to play and it's favored against Gravewatch variants because this deck has fewer dead cards if both Shiftstone Processors get Bored (which is exactly what will happen in the mirror).
Also, what do you mean by already having the card? If they TTS your market access after you draw Dumping Grounds then you're piloting the deck wrong.
You have 4 3 cost market access spells. 8 Shadow access merchants. 12 Fire access merchants. 12 Justice access merchants.
Explain how a TTS can mess your shadow access up when you play the merchant, grab Dumping and then NEVER NEED ACCESS AGAIN?
Your entire combo is in the market. You can't TTS something BEFORE I play it....
If you ran the Dumping Ground variant with this exact merchant setup, you would have games where you need to play the Cen Wastes Smuggler to pull the Shiftstone Processor because that's the only merchant you have. If that gets hit by Turn to Seed (much easier now that it can't be shifted), you wouldn't be able to pull the Dumping Grounds out of the market because you have no more shadow access. With Smuggler's Stash, that isn't a problem because either merchant works.
With the variant you are using, you can still have this problem (albeit very rarely) if you only get your two shadow merchants (which can also pull justice and fire cards, mind you). If you have to play them to pull combo pieces (which can still happen, although it is less likely), and they both get TTS'd (which is much less likely than getting hit by one TTS, but can still happen), and you haven't pulled Dumping Ground out of the market yet (which, if you only have two merchants and haven't played Scavenger, will be a purple Concede button 85% of the time because you're comboing too slowly), then you will lose to TTS.
My understanding of the 24 merchant variant (and my experience playing against it) is that it goldfishes too hard on the combo that it has no game against aggro or (based on my own experience playing against it) midrange.
Also, I feel you don't know the decklist either. The main strength of these decks (both Dumping Grounds and Smuggler's Stash) is that you can pull Dumping Grounds/Smuggler's Stash out of the market after you play Ordnance Scavenger thanks to Surgeon's Saw. Pulling it before you pull off the combo slows down the combo by at least a turn, which can (and frequently will) mean the difference between winning or losing.
The reality of the situation is 3 months straight with a near 55% win rate I hit Master with the list day 2-5 of new season where there is nothing but aggro. The deck is incredibly fast and incredibly consistent. I honestly really and truly fail to see what you are talking about with any of this and I honestly have grown incredibly bored with it. To then top it off, you make up some random nonsense to try and fit your agenda of saying I do not understand the deck. That is real funny so thanks for that. As I said tho, I have grown extremely bored of you and your nonsense speaking of things you have no clue about or throwing out extreme situations that never happen to try and make a point that you are just simply wrong about so the good ol ignore button comes in handy.
This variant also has an advantage on this front relative to other Ordinance Scavenger variants. Your Scavenger is in the main deck instead of the market, and some players might think you don't have Scavenger when you do just because most need 2 merchants, one for each combo piece, while this one gets away with 1 thanks to Rujin's Choice. This means some players won't use their relic removal on your Processor for something more proactive because they think they are safe.
You can probably replace him with just about any cheap, low-influence unit that plunders, but you won't get the extra card to put into the market if you do.