Personally I have always liked the 5C variant, and for that variant, this is what I would consider a good starting point deck wise
4 Mishra's Workshop
4 City of Brass
3 Gemstone Mine
4 Wasteland
1 Strip Mine
1 Tolrain Academy
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Sapphire
1 Mox Ruby
1 Black Lotus
1 Mana Vault (Sometimes removed because it can be a pain to untap, but this can be really useful getting stuff out turn 1)
1 Mana Crypt
1 Sol Ring
3 Crucible of Worlds (Insane with Wasteland or Strip Mine, and nice with Gemstone Mine if the game lasts too long, also helps recover from Smokestack)
4 Smokestack
4 Tangle Wire
3 Chalice of the Void (4th is nice but not necessary, as often the second Chalice hurts you just as much as them)
4 Sphere of Resistance
1 Trinisphere
1 Karn, Silver Golem
Other Kill Cards (Usually 2-3 other kills are included)
1 Tinker (Staxs "Oops I win if you don't counter" card)
1 Vampiric Tutor
1 Demonic Tutor
1 Imperial Seal
1 Ancestral Recall (3 cards is always nice)
4 Goblin Welder (Some don't run 4, or any at all, but I think this guy is too broken for less than a playset)
There are a large number of changes you can do from there, here are some that I have noticed
Crop Rotation (Turns a mutlicolored land into a Mishra's Workshop, Tolrain Academy, or Bizaar of Baghdad if you are running it)
Bizaar of Baghdad (Good with Welder and Rotation, be very careful, if you don't have any hand or cards in play it is really hard to win

)
Balance (Droping a pearl and another mox or a 5C land and any artifact man makes your opponent discard at least 3, and all you lose is a land first turn, with the right hand it is even better, but on the draw or against certain decks it is sub optimal at times)
Darksteel Colossus (11/11 Indestructible Trampler is hard to deal with, but alot of decks run bounce now, so he has lost some of his flair, I love him tho

)
Sundering Titan (Rapes mana bases, missing every land in the deck, and beats for 7 to boot)
More Karns (This guy sometimes just wins, but he is also legendary, and fetchable, so up to you really)
Barbarian Ring (Nearly uncounterable beating to the face that is reusable via Crucible is nice)
Platnium Angel (I can't lose, you can't win is awesome, but fails in even more ways then Darksteel when getting targeted)
Null Rod (Missing everything but your acceleration, since your locks are either game changing or triggered)
Leyline of the Void (Ichorid bypasses alot of this decks control methods, personally I don't think this is worth a MD spot, but debatable definatly for a SB spot)
Thirst for Knowledge (Draw 3 and give yourself Welder fodder is nice)
And finally, here is what I currently run, note that it needs to be refined a bit more still, and I need to make room for Imperial Seal still
//Land
4 Mishra's Workshop
4 City of Brass
3 Gemstone Mine
1 Tolrain Academy
1 Bazaar of Baghdad
4 Wasteland
1 Stripmine
//Artifact Mana
1 Black Lotus
1 Mox Pearl
1 Mox Emerald
1 Mox Sapphire
1 Mox Jet
1 Mox Ruby
1 Mana Vault
1 Mana Crypt
1 Sol Ring
//Kill Conditions
1 Karn, Silver Golem
1 Darksteel Colossus
1 Sundering Titan
//Tutors
1 Tinker
1 Crop Rotation
1 Vampiric Tutor
1 Demonic Tutor
//Lock Components
4 Tangle Wire
4 Smokestack
3 Chalice of the Void
4 Sphere of Resistance
1 Trinisphere
//General Utility
3 Crucible of Worlds
4 Goblin Welder
1 Balance
3 Thirst for Knowledge