Steps At the beginning of your upkeep, Descent into Avernus triggers, putting two descent counters on it, then causing each player to create a number of Treasure tokens equal to the number of descent counters on Descent into Avernus, causing each opponent to be dealt an amount of damage equal to the number of descent counters on Descent into Avernus, and causing you to gain life equal to the number of descent counters on Descent into Avernus
Adventurers, uh, find a way
The main catch is the mana base: five colors punishes shaky fixing, so having the best dual lands (or at least strong substitutes like shocks/triomes) makes the deck feel much smoother
This is really good in Gates decks, and is likely to age like a fine wine
If green falls behind on board, it often needs help to recover
Whether it be counter spells, changing or bouncing other players' permanents, or even just forcing opponents to 'forget' all they know by discarding their entire deck, blue challenges white's rigidity by an on-the-fly, very fluid approach to board management