Geist of Saint Traft - Commander and attacker Extraordinaire
Focus - Plays off of Spirits, cards with game effects when they appear, unblockable/hexproof effects.
2 scary Planeswalkers that will absolutely deserve the hate while you attack with St Traft.
Angel of Flight Alabaster brings the spirits back from your graveyard to be cast again, so it's okay to discard them for other effects. You can bounce the Snapcaster Mage, Auramancer, and Archaeomancer with any number of cards (Venser and Mistmeadow Witch are the best) to bring back your instants, sorceries, and enchantments for more fun. But it's weaker on bringing back the wizards, so they will take the hate. However, Remember the Fallen can bring back any creatures and/or artifacts and can be played multiple times if you bring it back with the Archaeomancer. The Echo Mage lets you copy those spells as well as any that your opponents cast!
The Lighthouse Chronologist lets you take extra turns (because he's a jerk like that) but you have to build him up a lot first. He's got a target painted on his head so he's more likely going to be a distraction for your opponents rather than a viable bonus for you.
Here's a fun trick - Traft attacks with his accompanying angel token, Galepowder Mage also attacks (or you use any of the multiple exile/bouncing cards), so the 4/4 Angel is exiled. After damage is done, the Angel can't be exiled again - it returns at the beginning of the end step - and remains! Angel factory, Voila! Since the angel appears 2x, you get 2 life from Suture Priest, 2 life from Soul Warden, 2 life from Seraph Sanctuary, and a +1 counter on Twilight Drover (which can then buff up the Geist-Honored Monk). Now, say you equip Trafty with the Loxodon Warhammer for some Lifelink goodness . . . suddenly, the Celestial Convergence doesn't look like a difficult option - assuming you don't do 21 Commander damage first.
If for some reason, Traft gets put into your library, there is the Mirror-Mad Phantasm with Angel of Flight Alabaster combo, and Archmage Ascension to get him back. But the M&M Phantasm can hurt as much as help. If the wrong cards get put into your graveyard at the same time, then you've just milled yourself big time.
And now you're wondering why the Stomtide Leviathan is here. Because Big Fish, that's why. Failing all other strategies, you'll have a giant unblockable critter.
I'd like to include more land, but I can't decide what other cards should go out. Any suggestions?