Hunted Phantasm based deck
I love this creature. It is an extremely well costed fatty with evasion, and the downside is a powerful effect: five is a lot of creatures to be entering the battlefield at once. Any powerful effect is exploitable, and in this case the mechanic to abuse was "Whenever a creature enters the battlefield under an opponent's control".
This led me to Blood Seeker and Suture Priest, two cards which slip in right under the phantasm on turn 2 and add a nice burn effect to my unblockable fatty. I could curve out nicely into the phantasm on turn 3, but I'd actually like to aim for getting it out turn 4. This gives me more time to find the second blue mana, and enables me to get down more of the blood priests before I play the phantasm. Since we're going to be casting a two drop on turns two and three and a three drop on turn four, this deck has many one drops to utilize all those single untapped lands. On turn 5 we can play another phantasm or a Restoration Angel, and they'll have lost 20 life by then.
To help prevent them from using the goblins against us, we have Illness in the Ranks, which comes down early and stops the tokens completely. Marrow Shards is also good for removing the tokens and is much more versatile, costing only phyrexian mana is very convenient as well. Both of these cards play very well with Tragic Slip, enabling us to have cheap removal to play right alongside the phantasm on turn 4. Mercy Killing is a great piece of removal that gets around indestructibility and further enables the blood priest combo
Mana Leak is included to give us time to draw what we need to draw, being a sort of combo deck; Detention Sphere is there to deal with anything else we miss with the counters and creature removal. Counters and control that doesn't fuel the combo have been removed, Being an aggro/combo deck, control elements just take away from my game plan too much. To help smooth out the draws and have something to do early Opt is included.
The land base is trying to be modest in cost, with mostly basics. Caves of Koilos is a nice include as we're trying to get either black mana or white mana on turn 2, pain is victory. Chromatic Star is something to do on turn one that will help fix our colored mana and will draw into more pieces.
Although our curve is extremely low and we will run out of cards in hand quickly if we don't win, we have a good top-deck game as we can slap down defensive bodies while still furthering our own game plan. The deck plays quick and can be quite aggressive for a deck with a combo win condition, but of course that is the nature of the Hunted Phantasm, the cheap, unblockable, combo-enabling fatty.
Disclaimer: I haven't yet played this deck, I just came up with the idea and I'm in the process of putting the real cards together. I'm sure it will evolve as I play it and learn how it plays, any recommendations are appreciated.
Alliance of Arms is in the phyical version of the deck, as the group I'm playing this deck with is cool with throwing cards from newer sets that never technically went through standard in modern, as long as things don't get out of hand. It's not a particularly powerful card but it can end games nicely, without need for as much setup as Cloudshift, as it can come down in a game where I'm starved for hunted phantasms and still generate a good amount of tokens for the life loss dorks