Simple U/W/b spirit deck, relying on Tallowisp and the strength of efficient evasive beaters like Drogskol Captain and Stormbound Geist who can wear enchantments like Angelic Destiny.
For more competitive play, I would probably add Path to Exile, depending on budget.
It ought to be a powerful midrange deck, with plenty of ways to cheat on card advantage without ever really needing to draw more cards - whether it be things like Lingering Souls, the ability to get two deaths out of Stormbound Geist, or even re-using your creatures with effects from
Moorland Haunt
and similar.
Moorland Haunt
pairs well with Stormbound Geist to ensure a good supply of beaters, even following a board wipe, and Tallowisp plus cards like Curiosity or
Spirit Link
allow for answering creature-based threats early, or starting up quick card advantage engines.
It's not a top-tier deck (
Geist of Saint Traft
and Path to Exile would improve it notably), but it's durable, versatile and pretty strong against many casual decks.
Between the Captains and the three copies of
Favorable Winds
, we have seven lord effects that work on every creature in the deck (bar Tallowisp). This ought to pair well with our Lingering Souls and
Moorland Haunt
backup plan, and between Hexproof and cards like Stormbound Geist, we are fairly resilient to a lot of conventional removal, and Tallowisp plus our auras ought to net us continuous card advantage throughout a game.
Finally, with our enchantment-based removal and also our four copies of
Dungeon Geists
, we ought to be able to handle most creature-based opponents relatively easily. Against combo decks, we either have to race them, or sideboard in our removal, countermagic, or
Spirit of the Labyrinth
(who is also good against any deck packing
Sphinx's Revelation
). As we're trying to generate card advantage by searching, reanimating and re-using dead cards, we don't mind losing out on draws, but it's an effect that will punish almost all decks severely - almost all versions of Tron use eggs, most combo decks use cantrips and most control decks rely on their "Draw a card" counterspells (Remand and Cryptic Command) to continue on with steam throughout a game, and the
Spirit of the Labyrinth
shuts this off and also works with Tallowisp while we're at it.
Overall I expect it to play similarly to the venerable "Counter Sliver", with a mixture of hexproof, flying and anthem effects, with a mild counter suite as backup, but with its late game held down by cards like Angelic Destiny.