A land that taps for two is usually pretty broken so why not have a land that taps for at least three times that
From there, if you find an engine, things get out of control more or less immediately
M.O.D.O.K., Evil Intellect also looks quite powerful in any deck that can draw two cards per turn
Outlaws of Thunder Junction brings Magic: The Gathering to the Wild West
The deck then adds a number of spells with strong artifact synergy including card draw (Losheel), +1/+1 counters (Steel Overseer), burn (Ingenious Artillerist), direct damage (Mayhem Devil), drain (Mirkwood Bats, Nadier's Nightblade), and more
Agent of Shauku Alley Grifters Bog Glider Bog Smugglers Boneyard Desecrator Cateran Brute Cateran Enforcer Cateran Kidnappers Cateran Overlord Cateran Persuader Cateran Slaver Charred Graverobber Crossbones, Malicious Mercenary Dauthi Mercenary Death Charmer Doomed Necromancer Goblin Turncoat Highway Robber June, Bounty Hunter Mercenary Knight Merciless Enforcers Misshapen Fiend Molting Harpy Overzealous Muscle Phyrexian Driver Phyrexian Prowler Pit Raptor Primeval Shambler Rampart Crawler Rathi Assassin Rathi Fiend Rathi Intimidator Rebel Informer Silent Assassin Skulking Fugitive Spineless Thug Spiteful Bully Strongarm Thug Wasteland Raider