This deck has multiple paths to victory. Some are more obvious, like the straight up blitz from the dragons of the deck, but most are combos, both subtle and not-so-subtle.
Artifact count is one of your primary concerns in this deck. You need artifacts on the board to enable Daretti, Goblin Welder, etc. to function. Also, it fuels finishers like Hellkite Igniter. You cannot allow your artifact count on the board to get low. With 49 artifacts in the deck, you should not encounter a shortage of them.
Removal comes from both artifact and non-artifact sources, but it leans toward artifact to keep the decks engine going. The best creature removal revolves around the combo of Duplicant and any sac/recur engine. You should be able to exile at least one creature a turn with that combo running. That combo, while effective is not to be relied on, if you are searching for artifacts, that combo is an option, but lower on priority. Chaos Warp, Chain Reaction, Starstorm, and Red Sun's Zenith exist to help out.
The rest of the removal can double-duty as general permanent destruction. Spine of Ish Sah and Unstable Obelisk are your go-to's for pesky Enchantments and opponents' artifacts.
The coup de grace of removal is the dirtiest combo in the deck. Vandalblast is decent artifact removal in EDH, but it becomes broken when paired with Mycosynth Lattice. The Lattice makes all permanents in play artifacts. Overloading Vandalblast destroys all artifacts your opponents control. This combo destroys all your opponents permanents while you sit with a board full of artifacts fueling your engine. Only use this combo in dire need, as using it willy-nilly will result in the inexplicable loss of playmates.
The deck has multiple sources for card draw, deck search, and filtering. Use them to your advantage.
Important Utility cards
1.) Junktroller. It looks like, well, junk, but it helps you against reanimator decks (removing targets from their graveyard) and can even save one of your own cards against graveyard hate. Plus, its a good blocker to protect Daretti. It is one of the most versatile cards in the deck.
2.) Crawlspace. Creature swarm decks are always a problem. Forcing opponents to choose which 2 creatures attack and face your best two completely neutralizes their advantage.
3.) Defense Grid. Counterspells are one of this decks biggest weaknesses. Since most of this deck must be played at sorcery speed anyways, making everyone pay an additional 3 mana to cast an instant on someone else's turn is the perfect... well... defense.
4.) Tumble Magnet. Yes, Icy Manipulator is technically better, but this artifact requires no mana in its activation cost. The counter depletion is of no concern either, since you can just use this artifact as fuel for your sac/recur engine and bring it back with full counters again. This allows lockdown without wasting mana you could use for better options.
Obvious Combos
1.) Mycosynth Lattice + Darksteel Forge: All your permanents are artifacts.... and are Indestructible. 'Nough said.
2.) Goblin Welder + Ichor Wellspring + Goblin Boom Keg: Draw a card and deal 3 damage every turn? Yes, please!!!
3.) Feldon of the Third Path + Duplicant/Wurmcoil Engine/Solemn Simulacrum/Scuttling Doom Engine: Recurring anything in this deck is awesome, but repeatedly exiling creatures, making wurm tokens, fetching lands and drawing cards, or dealing 6 damage is fun no matter how you play. Especially when you still get to attack with them as well.
4.) Hellkite Igniter + Mycosynth Lattice: You can make a HUGE offensive swing with this combo. Giving the Dragon a boost in power equal to the number of artifacts you control is really good, but being able to repeat the effect as many times as you can for only 2 mana? Well, that's absurd. ...Beyond absurd if your mana has doubled with Caged Sun in play.
5.) Hellkite Tyrant + Mycosynth Lattice: All your permanents are belong to me!!!!!
Not-so-obvious combos
1.) Unwinding Clock + Mindslaver + Goblin Welder + Mycosynth Lattice: This is another over-bearing combo, but, in multiplayer games, most people think it is the coolest thing they've ever seen, and since it is hard to assemble and fragile to hold together, they typically don't mind this "infinte" combo. With all your permanents being artifacts due to the Lattice, Unwinding clock will allow all your permanents to untap during each player's turn. You sac Mindslaver, taking control of the next player's turn. Untap during their turn, use Goblin Welder or Daretti to bring the Mindslaver back and use your newly untapped mana to control the next players turn. Repeat and control each of your opponents turns. It isn't really infinite as you can run out of artifacts to exchange for getting Mindslaver back into play, but you can do some real damage to your opponents by forcing them to attack and damage each other, allowing you to swing in without blockers.
2.) Darksteel Forge + Hoard-Smelter Dragon: This is obvious to some, but most seem to overlook it. If you have both in play, simply activate the dragon's ability, targeting the Forge. The Forge is indestructible, but the Hoard-Smelter still gets the bonus, repeat with as much mana as you can spend for an offense head-bashing!
Tips
1.) Always play as many artifacts as you can BEFORE you turn on your sac/recur engine. You don't want to start off with only a couple of artifacts in play and keep losing them to sacrifice effects. You'll lose the game very quickly as your artifact count dwindles.
2.) DARKSTEEL FORGE, DARKSTEEL FORGE, DARKSTEEL FORGE... This is the most important card to get into play. It at the very least buys you time to set up your engine while someone finds a way to permanently get rid of it. At best, it'll win you the game.
3.) Use your filtering wisely. Don't just keep chucking artifacts to the graveyard thinking you'll recur them later. Hard-casting can be the best option at times. Discard lands later in the game.
UPDATE 7/20/2015
Removed:
Darksteel Juggernaut
Feedback Bolt
Fire Diamond
Ruby Medallion
Urza's Tower
Urza's Power Plant
Urza's Mine
Urza's Factory
Trading Post
Added:
Mana Vault
Mycosynth Wellspring
Predator, Flagship
Tower of Fortunes
Pia and Kiran Nalaar
1X Mountain
Blinkmoth Nexus
Foundry of the Consuls
Beacon of Destruction
Removed some cards that cared about artifact count as the dragons covered that avenue enough. Also removed unnecessary mana accelerators.
Removed Urza Lands as they caused problems when red mana was needed. Never assembled full set. Overall very unnecessary.
Removed Trading Post, as I only had one game it was ever truly useful in.
Added Mana Vault as better mana acceleration and a nice sac/recur target, as doing so circumvents downside. Using Mycosynth Wellspring as a sac/recur cog allows for land search to mana fix and add hand fuel for Daretti.
Predator, Flagship adds repeatable removal and Tower of Fortunes adds non-filter card draw for true card advantage.
Pia and Kiran Nalaar add another sac outlet and bring artifacts themselves.
Added Blinkmoth Nexus and Foundry of the Consuls to create more artifact creatures if need arises.
Added Beacon of Destruction for more removal.
Added 3 mountains to maintain colored mana availability