Get Dash creatures out, hurry! What are you doing?? GOO!!
This deck is great for group games when the objective is just to kill just one opponent. You control the board by messing with other people's creatures, and you attack with high power every turn starting reliably on turn two.
Dash is an underutilized ability. You get a cheaper attacking army on your turn in exchange for a (1) bigger hand, (2) less mana flexibility on your turn, and (3) no defense. How to turn these downsides into upsides?
1) Threat of too many cards in hand? Not a problem. Always good to have some low-mana cost spells and enough land in the deck so that you aren't having to discard cards when your dash army keeps coming back to your hand. In addition, Gamble makes a great tutor for this deck, because you're likely to have a large hand, minimizing the probability that you discard the gem that you searched for.
2) Less mana flexibility on your turn? Not a problem. Keeping all the non-dash cards low-mana-cost and adding in some classic red mana rap (Seething Song and Rite of Flame ensures that you can typically play at least two dash creatures (especially when one is Warbringer) and a non-dash spell on your turn once the game gets going. The hardest thing to do is to hold back three mana for Arcbond when it's not your turn.
3) No defense? No problem. There are great ways to mess with the board when you don't have creatures on other people's turns. Arcbond works effectively as a board wipe whenever a big creature hits a another creature. You just have to cast it when someone else's creature is doing a lot of damage on someone else's turn, and then everything suffers tremendously, except for all your creatures in your hand. Smoke and Meekstone keep other players' armies from untapping, so you're less likely to suffer much when it's not your turn. The real joy of this deck, however, is Confusion in the Ranks. Cast something for a dash cost, give it to another player in exchange for the best creature they have on the board, and then, at the end of the turn, get back your dash creature but keep their creature! Plus, it's always just really fun to watch people try and strategize when Confusion in the Ranks is on the board.