The point of this deck is to stall your opponent and do a bit of searching until you get Fusion Gate and Chain Material. You can then infinitely fusion summon by banishing cards from your hand, deck, field, or GY, and defeat your opponent with effect damage from Blaze Fenix.
Basically, you stall with cards like Threatening Roar and Battle Fader, while searching out Chain Material and Fusion Gate with cards like Trap Trick and Terraforming. Then, after you have the combo pieces, you set Chain Material and protect it if you can with Timidity until the next turn. Then, you activate both Chain Material and Fusion Gate. Fusion Gate allows you to fusion summon any amount of time per turn, and Chain Material allows you to use material from pretty much anywhere.
After you get this combo, you fusion summon. A lot. I start with a Dark Dragoon or two to stop your opponent from doing anything, then I get 1 Blaze Fenix, use its ability, get the 2nd using the first as material, and then the 3rd the same way. If you haven't killed your opponent yet, get Elemental HERO Electrum, shuffling all banished cards back into the deck, and repeat. If your opponent has something like a D/D/D Oracle King D'arc, then you have to take that out using Dark Dragoon's ability or Volcannon. If your opponent has a Dimension Gardian-ed D/D/D Oracle King D'arc, then I'm sorry but I can't really help you, except by requesting you add some Heavy Storm Dusters or Twin Twisters to the deck.
Anyway, that's pretty much it. I just filled the Side Deck with some nice hand traps, so there isn't really much to say about it.
Oh, actually, forgot about one thing. Raging Flame Sprite is not only good for fusion summoning Blaze Fenix, and can be pretty good by itself if you can stall until it has over 4000 ATK with its own ability.