This is what we call a "ramp" deck. Basically, the idea is to make mana more efficiently (either by putting more lands into play or by playing creatures that will then make mana) so you can get to a point where you're playing 6-7 mana threats and your opoonent is still at 3-4 lands himself. The idea is solid, has worked before, and currently "kind" of works again, although in differente configurations. THe deck is fun to play, but it has a fundamental problems, where you draw "the wrong half" of your deck (meaning, you draw your Ulamog's, Pelakka's and Hedron's but no ramp spells; or you have already 6-7 mana out by turn 4, but keep drawing ramp spells and lose due to not being able to do anything).
At first glance, Leylines are more of a sideboard card, so you'd be ok removing them. Also, you need lands both in your hand and in your deck to play your turn and fetch with spells, so I'd go up to at least 24. Then, you don't seem to have a lot of threats, so I'd consider packing a bit more, like Avenger of Zendikar, for instance. Keep in mind, though, that this is a fun deck, not a competitive one, since monocolored decks have some fundamental flaws in them that can usually only be corrected by adding in other colors. For instance, aside from trading your early mana producers like Llanowar Elves and Joraga Treespeaker (inneficient for you) or blocking with Overgrown Battlement (rarely good enough), a good Red and White aggro deck will roll you over, since it has cheaper creatures, is faster than you (white), and has ways to either interact with your creatures - which you can't with theirs -, or to finish you off even if you succeed in dropping some fat on the table, if you are already low on life (red).
Hope this little insight helps you.