The original "Jinzo"
Espa Roba was the first character shown to use "Jinzo", and also used "Amplifier" to strengthen it. Joey Wheeler later won it off him and used it in many of his Duels. In the Virtual World arc, Leichter used "Jinzo" as his Deck Master.
In Yu-Gi-Oh! GX, Jinzo appears as a Duel Monster Spirit awakened by the school's occult club, seeking souls so he may exist in the human world. Jinzo is defeated by Jaden in a Duel and sent back to the Duel Monster Spirit World.
The main objective of this deck is to summon "Jinzo" to lock your opponent's Traps, with "Jinzo - Jector" being the best way to do it, either by using its own effect or by Special Summoning it (with a card like "Summoner Monk") and then using "Inferno Reckless Summon".
More recent support helps drastically, as now "Jinzo" itself can be summoned much more easily, and the addition of "Jinzo the Machine Menace" now allows one to utilize Rank 6 Xyz Monsters as it reduces its own Level when Special Summoned via its effect, as long as there is a Trap on the field or in the GY. "Psychic Megacyber" can also help with using Rank 6 monsters, as well as Set an opposing Effect Monster as a Continuous Trap Card if it declares an attack on said monster. This helps with summoning "Jinzo - Layered", which can steal opposing monsters and Tribute them to destroy cards if a Trap is present. Meanwhile, "Psychic Bounder" is able to search any copies of "Jinzo" or a card listing the name in its text.
"Law of the Cosmos" can allow for more searching on top of setting up the summon of "Jinzo the Machine Menace", while "Cosmos Channelling" can serve as a means to bring back any Machine monsters from the GY once per your turn. It can also draw 1 card during the opponent’s Draw Phase if the right card type is declared. "Cyber Energy Shock" can destroy a Spell/Trap during either player’s turn, but with the added bonus of negating a card’s effects or boosting the ATK of "Jinzo" by 800 if specifically a Trap was destroyed. "Everlasting Alloy" is another Quick-Play Spell that can negate effects targeting your Machine monsters, or prevent them from being destroyed by battle or card effect. Lastly, "Psychic Wave" can return any Machine monster from the GY to your hand as well as send "Jinzo" to the GY for later.
As the archetype has the effect that negates Traps, "Double Snare" can potentially take them out of the field. Their effects also still allows the use Quick-Play Spells, which could prove to be a disadvantage if faced with a card such as "Super Polymerization". "Amplifier" can become mandatory if one would want to use Trap Cards themselves. As all of them are Machine Monsters, anti-Machine cards like "Acid Rain" can give problems to "Jinzo".