This deck uses the classic Whip strategy of using ramp creatures,
Satyr Wayfinders, and removal spells in order to get to the point where you are casting or Whipping gigantic creatures into play.
All of these creatures provide value with Whip or without it, and there is tons of synergy between them.
Whisperwood Elemental can manifest other creatures, which you then get to chump block with and send to the graveyard, Sidisi can find whatever piece you are missing, and Tasigur digs for extra cards. Ultimately, the goal is to get Atarka into play, as she drops the hammer on most games, but all four of these creatures can do a good job closing out the game if need be.
A deck full of five- to seven-drops does need to cast them at some point, and
Elvish Mystic and Caryatid help make sure that happens before you die. Wayfinder is the engine that makes this deck tick, as it sets up Whip, makes you hit land drops, puts cards in the graveyard for delve, and even sacrifices to Sidisi. If you could play eight
Satyr Wayfinders, you would, although at that point why aren't you playing
Treasure Cruises?
I went with a 2/2 split on the card-advantage engines because you generally only want one of each, and because Sidisi and
Den Protector give you a little bit of additional selection. Once you have either of these going, you should be able to bury your opponent if the game goes on, so defensive play goes a long way. Whip in particular gives you a long-game advantage and a ton of life to get you there, so it isn't tough to find ways to win with a Whip in play.
The rest of the deck is removal and Sidisi tutor targets, with an eye toward answer cards and efficiency.
Roast is going to change how Standard plays, as it gives red decks an efficient removal spell that can kill giant things (though decks like this that have access to black mana weren't hurting for those already).