This is an artifact control deck which consists almost entirely of colorless creatures and artifacts. There are some key combos and synergy, with a ton of sideboard synergy. Because I have conducted limited testing with this deck (5-0 against friends) the sideboard is there to help you decide what would be best for the deck. Without the maybe board this deck can be bought for only $30ish. Depending on what you sub in and choose to use in this deck.

The main point is to ramp up your mana and drop a few large creatures. Because most smaller creatures and artifacts facilitate mana ramping getting a large creature early is preferred, although Fabricate helps if you don't and adds a lot of options.

Synergy:

Darksteel Myr + Myr Galvanizer + Energy Chamber + Contagion Engine = A very strong indestructible creature. With +1/+1 counters every turn with energy chamber and proliferate with Contagion Engine (Which also helps gain board control) you can very quickly slow your opponent down, block damage, and hit hard.

Myr Enforcer is a very good drop and not uncommon to be free by round 4 or 5 with so many artifacts on the field.

Astral Cornucopia + Energy Chamber = Free charge counters and a constantly growing mana pool

Clockwork Dragon + Contagion Engine = Constantly proliferating and adding +1/+1 counters. Get some counters with Energy Chamber and this card will just keep growing. Because our mana pool is so big and its activated ability can be used multiple times it isn't uncommon to drop 4-6 counters on it per turn and is great for keeping your mana pool useful later game when hand size is smaller.

Grim Poppet + Contagion Engine works fantastically. Although this is sideboarded, subbing in Grim Poppet for Clockwork Dragon is sometimes smart. Proliferating both the counters on Grim Poppet, and the counters it distributes means an endless supply of -1/-1 counters.

Ichorclaw Myr is a common drop that will whittle away enemies defenses. The constant infect and counters means whether small or big, maintaining board control is near impossible for the opponent.

Plague Myr is a useful 2 drop that helps whittle down creatures or build the mana pool. Used in tandem with Cranial Plating or Energy Chamber you can sometimes deal a very good amount of poison counters early game if the situation is right.

Sundering Titan can be pulled using Fabricate and is devastating to most decks. Wiping out all or at least half of the land upon entering can mean an instant GG.

Precursor Golem is a solid 5 drop easily thrown out on turn 3 or 4 that increases your artifact count and provides solid defenses.

Darksteel Citadel is a cheap way to continue adding land to your deck while increasing your artifact count to drop those Myr Enforcers or even a Broodstar if you feel like dropping one of those in the deck instead of another 7 drop currently in the main board.

Fabricate is an amazing card to draw early because grabbing a Clockwork Dragon, Grim Poppet, Sundering Titan, Mur Battlesphere, or Contagion Engine means TONS of options and very versatile play. This card cements your lead and allows you to take damage knowing you will regain control upon throwing this down and dropping an 8 cost next turn.

That's about it. Take a look at the maybeboard to see some other drops that may work, Hovermyrs are solid flying especially when buffed. Cancel is a great sub if the opponent has soceries or isntants you can't deal with. Let me know what you think, open to suggestions!