The new Tripwire Grenadin conserves Torch and Into the Furnace, while destroying crucial early-game units like Trail Maker and sustain like Stonepowder Alchemist.
Dredge back Scraphound for extra ults, Ticking and Tripwire for extra Entombs, and Tripwire for on-summon removal.
Equip your Gearcruncher with Smith's Hammer to obliterate your opponent by dealing Overwhelm damage on activation.
I tried using Recycler to get the grenadin + Overwhelm weapon synergy, but it was sub-par for a deck that expects to dredge back most units. If you go a non-dredge route and use Recycler, I'd also recommend Toppletower to push through massive Overwhelm damage.
Use Smuggler's Stash in games of long duration to retrieve crucial units like Dredger or Gearcruncher, plus an Overwhelm weapon for Cruncher.
The classic Brimstone Altar / Madness / Combust / Devour combo (see: Husbando) provides interactive decision-making and hilariously lethal swings.
Corrupt is great vs removal-heavy metas that play units. Annihilate eats enormous mono creatures for breakfast. Drones are extra bodies if you find you're against aggro. Scrapheap is infinite extra bodies if you're against slower control. Quarry is consistency... but who needs that?
Inner Fire can be a fun finisher in control games where you've not found a Hammer. However, I'd actually recommend re-ordering the deck to include 4x copies plus Tumblebang, Drone, and Combustion Cell if you want to go the fast and explody route, and otherwise simply running more Annihilate or a couple Dark Return.
Note: This power base needs more testing; I suspect some of the dual-colors need to be replaced with Sigils to speed things up.