This deck uses red, green, and white gate cards from the Return to Ravnica block. The main win condition for this deck is doing damage to all opponents using Crackling Perimeter and to a lesser extent, Zhur-Taa Druid and Lobber Crew. It is a very "laid back" deck to play because you don't need to tap your damage dealing permanents until your last opponent's end step. This leaves your creatures available for blocking, and your land (and some creatures) available if you need to cast an instant or put out ambush vipers. If nothing interesting happens, tap everything to do damage. The other side effect is that your opponents sometimes have a false sense of "time". For example, if you do 8 damage every turn and always right before your turn, and your last opponent has 15 life, they may think they have another turn. But you can deal the 8 damage on your turn (immediately after doing 8 at the end of their turn).
Since this deck will attract a lot of unwanted attention in a multi-player game, it uses cheap defenders buffed by Hold the Gates to keep your enemies at bay. If you have enough guild gates hopefully the normally super brittle ambush vipers will survive more than one attack. The added toughness provided by Hold the Gates also means your creatures should survive board wipe cards like Magmaquake. The vigilance received from Hold the Gates will allow creatures such as Zhur-Taa Druid and Greenside Watcher to attack, help in defending, and then tap to do one damage (at the end of the previous player's turn).
REMOVED: If Hold the Gates does not save your creatures from a board wipe, or you need to block some attackers, Immortal Servitude is in the deck to help bring your creatures back into play. Conveniently all but Lobber Crew have a converted mana cost of 2.
The Greenside Watcher takes a bit of the sting away from using gates (allowing you to use them the turn they are put into play), and later allows you to do more damage using Crackling Perimeter.
In addition to speeding up the deck, Burning-Tree Emissary and Zhur-Taa Druid will allow you to untap the Lobber Crew the turn they are put into play so that Lobber Crew can do extra damage.
The Boros Charm can either be used to help your creatures survive a board wipe, or save the enchantments from being removed.