Azorious Flying Spirit Tribal Aggro!
This deck aims to overwhelm opponents quickly with multiple anthem effects, using Favorable Winds, Supreme Phantom, and Empyrean Eagle. Every creature has flying, and there are several flicker effects to help your creatures slip out of removal and lockdown effects. I've had around a 65% win rate on casual and ranked play, which is better than I expected spirit tribal to be with all the Risen Reef decks running around. Most of the deck's losses come from mana screw, and is weak to Risen Reef and Izzet Burn if you don't get your anthem effects out early and often.
Card-Specific notes:
Spectral Sailor: Solid one-drop. Great utility later in the game, and flashing it in is especially handy. Also good for removal bait in the midgame when you're trying to protect your better stuff.
Favorable Winds: 4-of is a must. Not a lot of people are running enchantment removal so it might as well be an emblem.
Justiciar's Portal and Siren's Ruse: Both are cheap ways to keep your dudes alive, can trigger your ETB effects at-will, give you a surprise blocker, and have some minor bonuses (Justiciar gives first strike, which might be handy in a few scenarios, and the Ruse draws you a card if you flickered a Spectral Sailor).
Hanged Executioner: Good for creating a larger army, hopefully buffed by a couple of +1/+1 effects. Its removal effect is solid, and flickering it out of the way from an opponent's removal spell gives you an extra dude in the air.
Mirror Image: Double up on your Eagles or Phantoms for pump effects, or copy a Guardmage for the life/draw. Also important to note that when you flicker it, you can change what it copies since it's a new creature. This can be used slyly to add an anthem effect mid-combat.
Empyrean Eagle: Does a lot of the heavy lifting. It buffs all your other creatures, but isn't so fragile that you won't attack with it.
Spirit of the Spires: The weakest link of the deck, but it serves to buff toughnesses in a pinch.
Elite Guardmage: At 4 CMC, he's the most expensive creature. Also not a spirit, so he can't be buffed by half the anthems in the deck. But his flying and card draw are definitely worth inclusion, and flickering him is useful.
Helm of the Host: My favorite jank card. At 4 CMC and 5 equip it's the most mana-intensive card in the deck, but I love combining it with the Eagle, the Phantom, the Executioner, and the Guardmage-- equipping can't be countered and artifact removal isn't widespread, so creature removal is usually the opponent's go-to choice. If you've been baiting the kill spells out of their hand, it's very likely you'll be able to get away with using it and over-running them in a turn or two in the late-game.