Minimum Spell Count This might seem like an obvious one, but in order for Spellslinger decks to operate effectively, they need to have a critical mass of instants and sorceries
He rewards you for making his power reach his 'limit break' of power 7 or greater, for which the deck contains massive Equipment cards like Colossus Hammer
Although it probably isnt good enough, I do want to try using Collected Company to put one or two of these into play in my opponents draw step in Historic, but I expect it to mostly stay in Standard if it sees much play at all
Field a collection of zombies, automatically create a bunch of decayed ghouls when they die, and wait for the end of combat to pick up a bunch of cards from their ashes
You can make a little combo by self-milling, activating unearth creatures from the graveyard, and ending the turn