Wow, that was unexpected. WM cycles and helps connect Adventurers, and Adventurer+Tunnel gives great action-based coin. I guess it makes sense.
I would worry about deck clogging. Playing WM cleans up the top of the deck, but Adventurer leaves it uncertain again, so I don't know how that works out. He only had one Crossroads, so you'd think at some point he'd draw a Tunnel/Copper hand and stall. But obviously I'm wrong about that.
On the flip side, I don't think Junk Dealer plays well with Stables--you want the Coppers around so Stables doesn't stall, and there's not a ton to be gained from trashing your shelters because you don't have a card that benefits from playing a lot like Monument or an attack.