Pretty much play your dudes, take advantage of the energy, and stomp.
Your main beaters should be Voltaic Brawler, Bristling Hydra, and Lathnu Hellion so protect them with your energy and spells. Supporting creatures include Longtusk Cub (instant speed counters to complicate things for your opponent) and Servant of the Conduit (typically leaves one extra energy even when you ramp). Verdurous Gearhulk for giggles (or tears, if you're the opponent).
Then you got a good bit of utility with the spells. Attune with Aether can let you smooth out lands if need be, but mostly thins your deck of lands and helps pay for the Cubs and Hellions. Nature's Way is just insane - it lets you remove a creature and attack with vigilance. Typically, you don't need to be saving this spell for anything. Just clear the way as early as possible so that the board leans heavily in your favor. Fabrication Module triggers on pretty much every card you play, which is great, but since it costs 3, it's very awkward to figure out the timing for playing it sometimes. For that reason it's just a 2-of.
And, of course, you got your bag of tricks as well. Built to Smash is almost exclusively there to kill blockers, though it can occasionally save a body from removal mid-combat. Blossoming Defense is much more versatile with both pump and hexproof, so save these for tight situations. And Harnessed Lightning is even more removal, typically for scarier threats coming your way such as big vehicles.
Which brings me to sideboard: Natural State is pretty strong removal to side in against some popular cards like Smuggler's Copter or Electrostatic Pummeler. It can also hit a good chunk of enchantments as well. For bigger bodies like Metalwork Colossus, you can go with Appetite for the Unnatural. If the game sees any stalling for whatever reason, you can try Aethertorch Renegade to try and connect with some direct damage.
Let me know what you think, throw an up vote my way, and happy stomping! :D