Recursion (back from the grave)
Again, while Ramp and Stax make up the most of the deck, there a multitude of sub-categories and cards that aid winning and make the process getting there much smoother. Lets start off with recognizing an important part of the deck: the combo. Godo can always come back, but what about the helm? What happens to the gameplan if the helm is gone? Well at the moment I am trying to add more combos to the deck that it can rely on, but in the meantime, the deck does indeed have a couple of tricks up its sleeve. The first and most obvious one is the recursion! If the helm is destroyed, we simply try our best to bring it back: Buried Ruin, Goblin Welder, Welding Jar, and Trash for Treasure. Buried Ruin is probably the best out of the four, as it is the least conditional and can easily be relied on, as very few cards can counter the activated ability of a land, while it also provides a source of mana that does not come in tapped or anything as such. Goblin Welder and Trash for Treasure may seem worse at a glance, but in fact, there a couple things you should keep in mind for them. #1, there will almost always be something we can easily target: a tax artifact, mana rock, you name it. This deck is filled with artifacts that we can sac easily, that aren't necessary to the gameplan. #2, buried ruin brings the artifact to your hand, but the goblin and trash both bring it back, on the battlefield, leaving us with possibly enough mana to re-equip and swing out with the combo. Last but not least, we have Welding Jar, which also isn't actually that bad. While it only can regenerate the artifact, it comes at no mana cost to us, letting us do a variety of other things including possibly re-equipping the helm. This baby can be super fun too if you have a Vedalken Orrery out as well, coming completely unexpected even if you're tapped out.
Haste
Another way to aid the gameplan is to speed the process of the combo itself up. Once the helm is out, it's quite risky to go an entire turn cycle with both combo pieces just sitting out there. People might know what's coming, and even if they don't understand the full extent they may indeed understand the danger the synergy poses. Thus, it would be great if we can cast and win with the combo at the same time, in the same turn! A great way to do this is by giving Godo haste. However, you won't typically have extra mana leftover after Godo is cast. He costs 6 whopping mana, and you typically won't have the 1-2 mana remaining to cast a haste spell. Thus we have some things that can exist BEFORE he is cast that have the same effect. Ashling's Prerogative, Fervor, Hammer of Purphoros, Lightning Greaves, Mass Hysteria, Hall of the Bandit Lord, Generator Servant, and Need for Speed are all great ways of doing this! They will be put on the battlefield any time BEFORE godo is cast, that way when he does come out, you should be able to swing if you can equip the helm. This, of course, is a major problem with the combo and the haste, as even if you are able to give Godo haste, you still need to equip the flipping helm. In these times, you should hope to have a lot of mana left over, or in fact use the next couple of ways to get around it. Hammer of Nazahn, Magnetic Theft, and Brass Squire can all accomplish this quite efficiently! Basically then, you want to ramp, cast codo, and hopefully equip the helm that turn based on mana or one of the cards previously mentioned. Then, you'd give him haste and attack. If you don't have enough mana to equip the helm as soon as Godo is out, you can always wait until the next turn although that maybe again, risky. To top all of that off as well, there is Panharmonicon, which can allow you to do virtually everything except give him haste! Simply use the first trigger to get Hammer of Nazahn, and then the second to get the helm.
Other within Other
So let's say you can only do it on the next turn. Or maybe you can cast godo, equip, and attack the turn after. What if, you don't need to make it all work that turn? What if you could have ANOTHER turn? Final Fortune and Last Chance are great cards and can both aid you in that regard as well. One of the final ways to aid the combo is to of course make it so no one sees it coming! Vedalken Orrery solves that problem for you (and works similarly to how it does in my deck, deck:A Deal With the Devil EDH ⫸PRIMER⫷, so go check that out!)! There are also some card draw cards to help you find some of the cards mentioned or some answers, including Cathartic Reunion, Thrill of Possibility, Tormenting Voice, etc. Now the last couple cards are some of the best ways to aid the combo: 1. is to replace one of the cards completely. Combat Celebrant functions the same as Godo, except it doesn't tutor for the helm, so if something goes wrong with Godo we always have combat celebrant as a backup. I also have a Dualcaster Mage + Twinflame
combo, giving us something to rely on besides the main combo. Twinflame also can function well by itself, allowing us to cast a second Godo and get a second trigger, allowing us to search for something else that could aid us. Then of course there is Gamble! While mono-red isn't great for tutoring, Gamble is a great card, and if you search for a Treasonous Ogre, Jeweled Lotus, or something similar, you can usually cast godo on the spot!!! So that is certainly great!