While the twee thing to do would to have a deck for each guild that's not how things shaked out back then. Anyway let's jam.
Zoo (Craig Jones)
3 Burning-Tree Shaman
4 Isamaru, Hound of Konda
3 Kami of Ancient Law
4 Kird Ape
4 Savannah Lions
4 Watchwolf
2 Bathe in Light
4 Char
3 Flames of the Blood Hand
4 Lightning Helix
3 Shock
4 Battlefield Forge
1 Brushland
1 Eiganjo Castle
2 Forest
1 Karplusan Forest
1 Plains
4 Sacred Foundry
4 Stomping Ground
4 Temple Garden
Sideboard
1 Flames of the Blood Hand
2 Giant Solifuge
3 Guerrilla Tactics
3 Hunted Wumpus
2 Tin Street Hooligan
4 Umezawa's Jitte
4 Isamaru, Hound of Konda
3 Kami of Ancient Law
4 Kird Ape
4 Savannah Lions
4 Watchwolf
2 Bathe in Light
4 Char
3 Flames of the Blood Hand
4 Lightning Helix
3 Shock
4 Battlefield Forge
1 Brushland
1 Eiganjo Castle
2 Forest
1 Karplusan Forest
1 Plains
4 Sacred Foundry
4 Stomping Ground
4 Temple Garden
Sideboard
1 Flames of the Blood Hand
2 Giant Solifuge
3 Guerrilla Tactics
3 Hunted Wumpus
2 Tin Street Hooligan
4 Umezawa's Jitte
Ravnica Zoo was a fairly straightforward deck you play dudes, attack with them and then close out the game with burn. It played all 3 of the best one drops available alongside Watchwolf and Burning-Tree Shaman some of the largest creatures available at their mana costs, some decks would even run Scab-clan Mauler. No that the burn package is less tuned towards controlling the board than it could be with 0 copies of volcanic hammer, instead the 3 main-deck Flames of the Blood Hand esured the burn-to-the-face plan by squelching life gain from cards like Loxodon hierarch and faiths fetters.
Of course playing aggro in 3 colors had a real cost it was commonly joked that Zoo's worst matchup was it's mana base. With 12 shocklands and 6 painlands this deck took a lot of damage from it's lands. Importantly this is a trade off aggro decks could make unlike in other formats where dual lands had much less manageable citp tapped clauses. Indeed the diversity of decks in Ranvnica was enabled by shockland/painland manabases not favoring controlling decks over aggressive ones.
Heezy Street (Mark Herberholz)
4 Burning-Tree Shaman
4 Dryad Sophisticate
3 Frenzied Goblin
4 Giant Solifuge
4 Kird Ape
4 Scab-Clan Mauler
4 Scorched Rusalka
4 Char
3 Flames of the Blood Hand
3 Moldervine Cloak
6 Forest
4 Karplusan Forest
7 Mountain
2 Skarrg, the Rage Pits
4 Stomping Ground
sideboard
4 Blood Moon
1 Flames of the Blood Hand
2 Naturalize
2 Rumbling Slum
2 Tin Street Hooligan
4 Umezawa's Jitte
4 Dryad Sophisticate
3 Frenzied Goblin
4 Giant Solifuge
4 Kird Ape
4 Scab-Clan Mauler
4 Scorched Rusalka
4 Char
3 Flames of the Blood Hand
3 Moldervine Cloak
6 Forest
4 Karplusan Forest
7 Mountain
2 Skarrg, the Rage Pits
4 Stomping Ground
sideboard
4 Blood Moon
1 Flames of the Blood Hand
2 Naturalize
2 Rumbling Slum
2 Tin Street Hooligan
4 Umezawa's Jitte
Topping the curve was Good old Captn' Tickles (Giant Solifuge) which often did a bad ball lightning impersonation in aggro matchups but really shined against control decks. It was an especially good response to Wraths skittering in when your opponent thinks they have stabilized the board.
Both of these decks along with Boros deck wins were responsible for setting the pace of the format providing the baseline threats that other decks would have to respond to. Unlike more recent formats aggro decks had a far more defined identity and ran much sleeker mana curves. The was futher enabled by the high quallity of burn in the format