I made this deck several days ago when trying out various ideas involving Garden at the start of the month. I was pleasantly surprised by how well this one played out and I stuck with it all the way to master (with a winrate of about 2/3).
This is really a control deck (tons of card draw and a bunch of removal, only a handful of real win conditions), but it can have some disgusting comboish turns as well with Garden. Sometimes this just means chaining a lot of card draw spells together, while other times it means playing sparked M&N on turn 6 (after using Garden to Resurface for End of the Barrel at the start of your turn).
A few notes on the deck:
1) The most common spell to Resurface for is just Honor of Claws, since it's really easy to chain lots of card draw spells together in this deck with Garden out. Getting End of the Barrel is often pretty good too, though usually you only do this when you can warp it immediately and play either M&N or Scourge (from market). Getting and warping End of Hostilities is cute and occasionally very good, but this deck often doesn't have the ability to trigger tribute easily so it is fairly situational. It can occasionally be correct to get some spell other than these three, but you should ask yourself whether it is actually better than getting Honor and trying to draw into what you need.
2) If your opponent is playing a deck with Urchin, then you should be careful about Resurfacing for Honor if you can't draw it immediately. You have a ton of card draw to play after the Resurface and often want to get a warp spell instead anyway, so this isn't a big deal usually.
3) Honor, Merchant, and Strategize all ask you to discard or put back a card from your hand, so it is important to have a sense of which cards you are likely to want to get rid of first. In this deck I almost always get rid of Hurler first, and then Xo unless I can foresee myself hardcasting it quite soon. After those are gone, it is quite matchup/gamestate-dependent, but it is worth noting a couple things. First, even in matchups where they aren't customarily good, the 1-cost burn spells (Torch/Flare/Snowball) can play important roles sparking M&N or turning on tribute, so you often want to keep 1-2 of those. The Grenadin from Granite Waystone is similar, since it is part of your most reliable way to turn on tribute. Second, even with two End of the Barrel in your deck you quite often want to get up to 8 power, and sometimes you even want to get up to 10 power to play Scourge unassisted. If it looks like you are in one of these games, make sure you keep hitting your power drops and don't discard power early.
4) The most common card you get from the market is definitely Garden, and your main goal each game is to stick a Garden. With that said, you don't need to mull for Garden or anything like that. Your ideal opener is just to have a piece or two of cheap removal and then enough power/card draw to make sure that you keep hitting power drops and cycling through your deck. If you are on the play, the cheap removal is optional - you can just hope to draw into it if necessary.
5) This deck has some flex slots, and I'm not sure about the exact build yet. Originally the maindeck Hailstorm and Decree were just the 4th copies of Wisdom and Hurler, and I could also see trimming Signal Flare or Xo. The market also isn't set in stone, though I think having Garden, Scourge, and a power is mandatory.