Token creatures are fun. And generating an indefinite number of them to chump block an opponent who would have won otherwise is extremely entertaining. This deck usually takes a while to win, but I find its fairly good at doing so. Play goes about like this:
1) The mana rush phase. I have 12 mana dorks. people always think this is primarily a mana rush deck when I start out. The purpose of this is to get the planeswalkers out as soon as possible. Not only are walkers expensive in terms of mana, but they actively get better the longer they sit, particularly the token generators.
2) the defense phase. I get out my first planeswalker, and start generating tokens. If I get a call the gate watch instead of a walker, I summon the walker based on the mana I will have next turn, but I always go for a token generator. During this phase, my opponent will usually play out their hand trying to shut down either the walker or my heath. I don't attack, and I don't sacrifice creatures I don't need to. If they attack with hordes of creatures, I make sure each block kills something. I let all but the giant creature hit me. I let them take walkers down to 1, and whale on my life total. Eventually, they will run out of cards. Gideon of the trials often earns his keep here, shutting down one massive creature and requiring them to kill him as well as your life total. Especially fun is when you can get the other Gideon down as well.
The planes walkers themselves are surprisingly tough. They generally have to be destroyed through damage rather than targeted removal spells, and blocking damage is an area this deck excels at. They also tend to grow in health, and I usually have more than one of them on the board at a time.
3) The build phase. As my opponent tries to kill me, I slowly put out more permanent pieces of my attack. I don't try to end the battle quickly: time is almost always on my side. So always create a token, add counters, or gain some other lasting effect. this phase is about building up a sizeable pool of tokens.
4) The final ramp. Either outdraw your opponent with an ultimate/mentor of the meek or build up all of the tokens and mana dorks into beefy monsters. Then slaughter them with 6/7 birds of paradise.
The worst part of the deck is the amount of table space and accounting it takes. There are 5 different types of tokens created with very different stats, and tokens are placed on them individually.
I'm curious how you would play this deck differently, and how you would improve it?