So now that Zero can bridge from Strikers into Argostars (and eventually Argostars into Strikers with Camellia releasing sometime soon), this deck makes a lot of sense. You can do full Argostars combo very consistently going first, but the deck also has tons of board breakers and gas going second, so you can pretty effectively blind second with this deck. The Argostars end board also doesn't clog your MMZ unless you summon Azurune and never use its effect, so you can often set the Striker quick-play spells if you draw them going first. Striker also helps a bit with Argostars's decent-but-not-amazing OTK potential. Fiendsmith also gets you either engine, so it just provides even more consistency to the pile of garnets & breakers (along with Magical Mallet of course).
A lot of the deck is flexible too; you could replace the FS fusions with something more valuable (and, as a result, remove Fiendsmith in Paradise) as they're fairly situational, you could probably take out Capane if you'd prefer, etc. etc.