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).