I adapted a deck from this list: https://deckstats.net/decks/71317/588500-right-on-red
It seemed silly and very fun, and can win because 8 copies of 5 power haste/trample is a lot of damage. Also, flip cards! Also also, BEEP BEEP!
Jokes aside, the logic of the deck is as follows. With all the delirium running around, having a lot of hasty creatures with trample does wonders against their spider tokens. Additionally, having that in the form of vehicles at hard to remove reality smashers makes their 1-for-1 cards hard to use effectively. To support our top end, we have a ton of low drops that can all crew the vehicles or that represent threats by themselves. Matter Reshaper crews everything in the deck and replaces itself. Pia Nalaar brings thopeters along and can buff our trampling cars in a pinch. Scrapheap Scrounger is an early beater that can randomly come back off of Aetherhubs via either the ETB or off of Harnessed Lightnings. Hanweir Garrison is a one-card army that can actually meld in this deck, which usually wins the game on the spot. Thought-Knot Seer attacks key cards and is a solid body. Small interactions include Hanweir Battlements often forgotten piece of text, which lets us spend a functional 2 mana to give our creatures haste. Slamming Thought-Knot Seer on turn 6 and swinging with it is rarely something the opponent is planning around, and can give us surprising reach. Additionally, Spatial Contortion serves the dual purpose of killing Smuggler's Copters or early Grim Flayers, and also can add the needed damage for a Reality Smasher to win the game.
The sideboard gives us more early game removal in 2 more Spatial Contortions, extra evasion and card draw in grindy match-ups via Key to the City, and some late game against delirium in Chandra, Flamecaller. The most interesting card is Eldrazi Obligator, which is another hasty beater that also has a uncounterable threaten on cast. This card is very helpful against Torrential Gearhulk decks and can swing the game back against our very poor G/R Aetherworks matchup. With all the huge, singleton finishers that decks are relying on having a way to grab their best thing and swing in for a surprise 8-13 damage is big game. Finally, Collective Defiance is a nice catch-all, killing Kalitas, going face, and sometimes helping us ditch lands for more action.