The combo works by setting up a loop to play a 0 CMC artifact creature as many times as necessary to kill the opponent with Impact Tremors or Nettle Drone 's tap ability. To do this, you'll need one of each of the following:

Nettle Drone or Mirran Spy (8 pieces)Retraction Helix or Banishing Knack (7 pieces)

Shield Sphere or Ornithopter (7 pieces)

Impact Tremors or Nettle Drone (8 pieces)

Generally the Nettle Drones and/or Mirran Spies must not have summoning sickness. Mirran Spy can be used with two 0-drops to go off as long as one of the artifacts is already on the field without summoning sickness.

Pros:

Kills on turn 4-5

Only needs one creature without summoning sickness on the field at start of turn to go off

A lot of redundancy (7-8 mainboard copies of each combo piece) that helps with both consistency and resilience to removal

Ponder + Preordain + Brainstorm make for a lot of filter

Can't be stopped by blockers, fog, or some common sideboard hate such as CoP:Red and Gorilla Shaman.

Cons:

Vulnerable to decks with a lot of removal, as they can get rid of your 3 drops and slow you down significantly

As with all combo decks, you can just draw the wrong half and lose

Must mulligan aggressively on the play, which means sometimes trying to pull the combo together off 5 cards in hand.

No sources of card advantage for long games (only cantrips)

Tips:

Mulligan with fewer than 2 lands in your starting hand unless you have a ton of filter and 3+ combo pieces. You don't want to have to shuffle away pieces with Ponder or scry them to the bottom with Preordain just to hit 3 lands.

Prioritize getting the 3 drops down on turn 3 to set yourself up. You can compete the combo with 3 mana and cards in hand once you have a Nettle Drone or Mirran Spy on the board.

Using Brainstorm properly can be the difference between winning and losing. Don't cast it without a plan/shuffle effect in hand.

Retraction Helix and Banishing Knack can act as disruption, protection from targeted removal and protection against edict effects (if you only have one creature down). Try to have a creature without summoning sickness on the board as frequently as possible to take advantage of extra copies.

Gush should rarely be used without 3 lands on the field. Dropping down to 1 land in play means you can't defend the combo even if you have the right cards in hand.