This is a control sort of deck that hopes to hold off the enemy until it wins through one of the following win cons:
1. The opponent is killed by Gateway Shade
2. The opponent is burned to death by Crackling Perimeter
3. The conditions of Maze's End are met.
Since Maze's End doesn't come out until Dragon's Maze, I'm pretending Evolving Wilds is Maze's End for now.
Ambush Viper, Fog Bank, Oblivion Ring, Dissipate, and Searing Spear hold off the opponent's threats. Since the gates come in tapped, the deck is kind of slow, and doesn't stand much chance against decks like RDW first round. After turn three though, if you put down a Greenside Watcher, your gates basically no longer come in tapped. Hold the gates gives you major defense.
After turn 5 or so, the game can easily be brought to an end with Gateway Shade. Artful Dodge it, tap 4 gates, swing 8. Next turn, flashback Artful dodge, tap 5 gates, swing 10.
Crackling perimeter, another win con, is also pretty achievable. Just tap all your gates every turn and deal a bunch of damage.
And then of course, there's Maze's End. Not only can it fetch the gate you need, but if you can hold off your opponent for long enough, you can win the game in the most awesome way possible.
In the sideboard is Tormod's Crypt to shut down graveyard-based decks, Blind obedience to shut down aggro decks, Curse of Death's Hold to shut down weenie decks, and Acidic Slime to deal with a certain artifact, enchantment, or land.