Just put down creatures, augment them, and take advantage of the effects based on the situation. Win by swinging with augmented creatures. An infinite combo is also possible, explained below.
The deck is mainly green-white, but you can use Teacher's Pet or Dr. Julius to play the deck's single Half-Shark, which offers a nice buff and guaranteed ability triggers. You could also use Wild Crocodile to grab the deck's single island to hard-cast Half-Shark.
Adorable Kitten is a fantastic turn-1 play, and can be useful later on. Half-Squirrel is probably the most useful Augment card, with low cost and a consistent trigger. When you need to start getting real damage in, Serpentine, Half-Shark, and Julius come in handy. Really Epic Punch is an unbeatable buff and can be used as removal, while Success offers a temporary buff with some additional lifegain. Journey to Nowhere for a little extra removal.
The infinite combo is Half-Squirrel, Half-Pony. According to the text on the cards, this would allow you to exile an unaugmented Host creature, and returning it would cause Half Squirrel to trigger the Pony's exile effect, causing an infinite loop. Since all Host creatures have an ETB ability, you would get that effect as many times as you want. Ordinary Pony was errata'd so that you can only exile once, but you can get around this using R&D's Secret Lair.
Potential combo effects:
-Adorable Kitten: Gain infinite life
-Gnome-Made Engine: Create infinite 1/1 tokens
-Wild Crocodile: Remove all lands from your deck, allowing you to draw into gas constantly (perhaps allowing you to draw a better ETB effect)