My take on the ol' Cephalid Breakfast, using Cephalid Illusionist + Shuko
. We try to get out the combo as smoothly as possible, tutoring Shuko with Steelshaper's Gift and the Cephalid Illusionist using Muddle the Mixture's transmute. Some counters help to protect the combo, but in the end, it is a very easily disturbed combo, resolving one removal spell is all it takes to have us lose the game. On the other side, it is rather easy to bring the essential pieces into play, so we can strike rather quick.
To go off, we equip the Cephalid repeatedly, milling ourselves for three each time, moving our library to the graveyard. This will call the Narcomoebas to the battlefield, ready to be sacrificed into Dread Return, returning the Sutured Ghoul who then exiles the Krosan Cloudscrapers, and, costing more than 6, gets the Dragon Breath for haste, which enables him to swing for lethal. In case we hold one of the essential pieces in hand, we have Cabal Therapy, which we can flashback by sacrificing one of the excess Narcomoebas, having ourselves discard the combo piece.
I am not fully sure about the exact number of some of the cards, maybe three Narcomoebas are sufficient, I will update it in due time. With the advent of Jump-Start, Maximize Altitude could in principle also take over the part of Cabal Therapy, which would allow us to run less Narcomoebas and Maximize Altitude cannot get stuck in our hand, but we need extra mana for the Jump-Start, slowing us down if we hold an essential piece in hand. I don't think it is a better option, but I will try at some point.