You don't need to have a commander that makes opponents discard cards to get value out of Waste Not and realizing that simple premise made this decklist really come together in my mind
We saw a lot of power, with double Student of Warfare / Time of Heroes nut draws and one-creature wins thanks to the fact that if we can fight through our opponent's removal and max level a creature, most of our level-up creatures can win the game by itself, but we also got Time Walked a lot of times and occasionally just played underpowered creatures (a good example of this was against Merfolk, where their creatures were often bigger and more powerful, even without the extra work of spending mana to level up)
What value do you expect them to reach (and why)
A foil copy of a heavily played competitive card can be worth several times the standard version
Young Pyromancer and Electrostatic Field put pressure on the opponents life total
Youll build a 40-card minimum deck using the contents of a Pre-release Kit (6 booster packs, a special promo card, and spin down life counter)