My take on the popular black/white tokens deck that has put up consistent pro level finishes ever since good ol' Lingering Souls has come out.
We have a basic progression here that all of the similar decks have:
T1-2: Play hand disruption spells to get info and slow down our opponents' combo or take out spells like cryptic command that we can't beat.
T3: Lingering Souls/Spectral Procession/Bitterblossom/Timely Reinforcements/
Midnight Haunting
Basically, turn 3 is when we start applying the pressure with tokens. Turn 4 is where we start either playing anthems and more tokens or beefy planeswalkers or hero of bladehold.
T4: Sorin, Lord of Innistrad/Sorin, Solemn Visitor or Hero of Bladehold
Midgame: Play more spells, kill their stuff, play Intangible Virtue/Honor of the Pure. Zealous Persectution can also get us there a lot sooner than the opponent had expected and also funcitons well to sweep up spare Snappys and Bobs.
Late game: This deck doesn't like to go long with any of the decks in the format built to do so ala UWR, Junk, Jund, Sultai, Scapeshift, any U/x/x Snapcaster Mage/Cryptic Command/Serum Visions deck. However, with the recursion off of souls and our top end's ability to reset the board after we get wrathed or something, we aren't out just because they resolved a pyroclasm.
We play a limited interaction suite, basically just Dismember and Path to Exile. I debated throwing in a Sacred Foundry so that we can fetch up a Red and splash for Bolts, Boros Charms, and 1x Crackling doom, but we will see.
Sideboard:
We have some hate cards for affinity, infect, hexproof, and tron, plus Brimaz, King of Oreskos for the post boarded games where the Abrupt Decays and Path to Exiles and Dismembers of the world are useless to the opponent once they realize it takes three of them to trade with one Spectral Procession. I'm debating also including a singleton
Myth Realized
in order to catch them off guard.