This deck shines when GWCartman and StanOMM are in the opening cards. But variations of cards work too. Just play to the strengths of the cards until your favorite combo shows up.
I wait until I have 10 energy built up at the start, and I drop GWC right in front of my NK. The NK helps attack while GWC tanks. SOMM is thrown into a corner or behind NK so his charge can build without getting mind controlled.
Once enemy engages your tank, throw assassins to knock them down.
Replace GWC with Sheriff cartman when he falls.
Bonus. If a cartman gets mind controlled. You can wait until the effect is almost over then drop your second cartman and roll with two strong tanks.
I sometimes switch out a card for hook hand clyde, just to change things up.