Mishra works in this deck to allow constant shuffling. Combining this with Sensei's Divining Top, Future Sight / Magus of the Future, or Scroll Rack allows the player a lot of choice in what's in their hand, and what they're about to draw.
The other artifacts work together to provide various answers to threats in an EDH game, or ramp mana.
Win conditions / Useful combinations of cards:
Karn, Silver Golem + Lots of Non-Creature Artifacts : Swing for high damage. Can create extra high CMC artifacts with the prototype portal imprinted with Spine of Ish Sah for example.
Mind Grind + Mana Ramp : Mill for victory. Doubling cube attached to the prototype portal, Liliana of the Dark Realms + Urborg, Tomb of Yawgmoth, Cabal Coffers + Urborg, Tomb of Yawgmoth, etc. can all provide plenty of mana for this.
Comet Storm : See Mind Grind strategy.
Kaldra Artifacts : Mostly in there because Kaldra is pretty flavourful. But they also seem to attract a lot of artifact destruction spells that would otherwise hit something more useful, at least in my playgroup. If you can get Kaldra out, she serves as a sac. source for Blood Funnel, and a very nice blocker / attacker. ( 9/9 first strike, trample, haste, exiletouch, comes back for 1-mana, and can be destroyed by you by making a second token incase of mind control or similar.)
Planeswalkers + Proliferate + Unwinding Clock : Use the planeswalkers' final abilities on each of your turns, assuming a 4+ player game.
Spellskite : Amazing card for keeping the other artifacts safe, and redirecting opponents' auras to himself.
Mizzium Transreliquat : What do you want it to be? Can copy any permanent if you get Liquimetal Coating out.
Liquimetal Coating + Viashino Heretic : Destroy any permanent for 1R, and deal some damage.
Praetor's Grasp : I tend to use this to remove artifact board wipes from opponents' decks, or steal their tutors.
Salvaging Station + Æther Spellbomb / Nihil Spellbomb / Expedition Map : Recurrable bounces, draw, graveyard removal and land fetching.
Liquimetal Coating + Goblin Welder : Swap any opponents' permanent with an artifact in their graveyard. Usually pretty good late-game when it doesn't matter if your opponent has their artifact land fetcher back if it removes a big creature, or inconvenient enchantment.
Trinket Mage : Find that Sensei's Divining Top! Else, look for Sol Ring, Expedition Map, the spellbombs, the Elixir of Immortality, the Everflowing Chalice or an Artifact Land.
Prototype Portal + Any non-legend artifact : Most of these combinations are useful in this deck.
Land Ramp is made simple with Dreamscape Artist, Expedition Map + Salvaging Station, Tezzeret the Seeker's -X for 0 to search up Artifact Lands, etc.
Mishra's ability:
Play an Artifact, shuffle your library - This is the simplest one.
Mishra + Blood Funnel : Put Blood Funnel's ability on the stack first, and allow your Artifact to be countered. Mishra's ability triggers afterwards, finds it in the graveyard, and puts it into play. Making all your artifacts cost 2 less. Can use Kaldra tokens to sacrifice if you want to play other non-creature spells without hassle.
Main weakness is artifact destruction. This can be prevented by 'cheating out' Darksteel Forge.
Easiest way to do this is to discard it (either by allowing your hand to be larger than 7, or using Insidious Dreams to tutor up other things and discard it), then casting Argivian Restoration to bring it back into play.
Alternatively, Arcum Dagsson can turn one of the artifact creatures into it, or Goblin Welder can fetch it from your graveyard in return for any other artifact.
A more difficult one to pull off is using your Sensei's Top, or Scroll Rack to put the Forge on top of your library, then cast Shape Anew.