This is a WIP, but I've been playing this commander for the past few days and I love it. I believe it's total would be around $100. Also, there a few expensive cards that I own that I wouldn't have put in otherwise, like Lotus Cobra and Cyclonic Rift.
This deck can ramp extremely fast, and draw extremely well, which can make people equally extremely scared, but it's fairly robust, as it's hard do disrupt what it's trying to do, and it's also pretty fair (which was intentional), so even if I have 20 mana available and 18 cards, I'm far from guaranteed a victory. There are no crazy sorceries, or extra turn spells, or even ways to cast the spells at instant speed, so it's hard to do anything to instantly win in 1 turn, most win cons require a round of setting up...
If you care more about doing a lot of stuff in a game than you do winning, you should try this commander (of course, you can add a few broken spells to this deck and make it also a combo deck, but that's no fun).
At least my play group has learned that:
1- I'm not actually that scary, and they should focus on those running a combo deck.
2- they can't really disrupt me all that much, because my commander can be useful the turn it comes in, and most my spells if my commander is in play you can only counter "half" of it.
Obvious theme is copying kicked spells, besides that there's a +1/+1 counters and tokens sub-theme, but the main point of the deck is value generation.
Ramp,Ramp,Ramp:
Once you have your commander out, you can Primal Growth and for 3 mana and a creature sacrifice you'll ramp 4, or for 5 mana Grow from the Ashes will also ramp you 4. For 6 mana Skyclave Relic will give you 6 indistructable mana rocks that generate any color of mana, and Everflowing Chalice has constantly ramped me for 10+ colorless mana.
Make the crazy crazier:
If you get to play Twinning Staff, which you can fetch with Trophy Mage, than now almost every spell you cast will be copied 3 times instead of 2. That's just too satisfying... Everything I mentioned above just becomes ludicrous...
Make use of that mana:
With all that mana, you need things to do, so I've tried to make sure to put plenty of powerful card draws. A Hydroid Krasis would fit wonderfully in this deck, but I felt it was a bit too expensive, but there is plenty of other draw cards options, and plenty of kicker cards that draw you a whole bunch of cards when copied 2-3 times.
recover pretty easily:
Like I said, this deck is pretty resilient. You don't care that much how many times your commander dies, because you usually have the mana to bring him back, and every mana you spend in commander tax becomes a +1/+1 counter. You also don't care that much if your opponents counter a spell, because you'll will copy most of your spells, and the copy will still resolve. With all the mana you'll probably have, and all the card draw spells in the deck, it's easy to recover and get back to kicking and copying spells.
Win con:
Well, that's the weakest part, and that's by design. There is an alternative win con in Maddening Cacophony, but with only your commander in play that will usually put your opponents down to 20 cards in the deck, not quite enough (though it does put some pressure on most decks). Later in the game however, if you have Sea Gate Stormcaller, than if you kick everything for 12 mana (which you'll often have fairly early on) you'll mill the entire library of anyone with 63 cards or less, and put every one else at 1 card in the library.
Besides that, it's just beat them up, but without anything to give your creatures haste it will usually be pretty on the face, and your opponents will have plenty of opportunity to react, which for me is a plus.
There is a also Rite of Replication, which let's you create 10 (15 if you have Twinning Staff) copies of any creature in play. There is nothing in this deck that would end a game, but depending on what your opponents are playing, that can be a win con by itself.
And finally, you can reach Simic Ascendancy win con pretty easily. Usually it'll just be destroyed, but it's a must remove ench in this deck, since you can get to 20 counters pretty easily by just playing the deck normally, and you have ways to add a ton of counters at instand speed that can get people by surprise.
Interaction. Specially if you play against a bunch of combo decks, than you probably need to put a bit more interaction in this deck.
I really liked this commander, and it fitted my taste pretty well. I love value, and I love ramp. There's a reason why my second favorite commander is Chulane. But I stopped playing with my Chulane deck because it was clearly extremely unfun for my opponents, they had to watch me play 10 min turns where I played 20 cards with 100 triggers in between. There is no such thing with this deck, everything it does it's pretty straight forward, and the value comes from copying the spells, but since you are usually copying pretty mediocre spells, it doesn't feel oppressive to your opponents.