@Revvik: I absolutly agree with you concerning the Power of Tangle Wire. Your opponent is unable to play anything while you tap Tangle Wire, Cranial Plating and the Sphere of Resistance or anything else.
(Once again: Guys...Read the whole comments! Sphere means Sphere of Resistance. Trinisphere is written "3sphere")
But I do not share the opinion running all the good artefact- + affinity- + Welder- + Disciple- + Tinker- + Memory Jar-cards.
Cards like Welder and Will are incredibly strong on their own but I don`t think that they fit into a heavy-affinity-based aggro.dec!
Playing Welder demands RED. But before you say: "Let`s play some Volcanics or other duals" please remember the insane Power of Artefactlands in the Type2 and Ext.format.
I know that it is extremly dangerous to play artefactlands in a format containing Null Rod. But even if your opponent drops a Null Rod...you are still able to play your frogmite, enforcers, Somber Hoverguards for free.
Playing Duals disrupts the brokeness of affinity (playing 4/4 critters for free for example). Therefore it is important to run Artefactlands AND Workshops.
As there are no Dual-Artefact-lands (

) it is questionable to splash Red "just" because of Goblin Welder or Black "just" because of Disciple. The most important color in this build is BLUE and that color has to be pushed.
Maindecking only blue cards provides consistent and redundant draws. Starting with a Welder, Disciple, Workshop, Tangle Wire, Enforcer, Tolerian Academy-hand sucks. Starting with Workshop, Enforcer, Tangle Wire, O-thopter, Plating, U-Artefactland is so much better:
While the first hand drops nothing, the MonoU-version drops a lot of Threads and Disruption within the first two turns. Without any disadvantages!
I know that cards like Skullclamp and Co. are broken but I don`t think that they fit into this affinity-heavy deck. Generating cardadvantage is not the goal of this deck. Smashing your opponent for 10 points of damage on turn 2 with Tangle Wire/Sphere of R.-Backup is the way to win.