For this deck I ended up doing something I
never intentionally do - making a deck based on value, power and threats, without really considering much in the way of a unique mechanical theme. Just lots of very powerful cards in each colour. However, as it came together I noticed some powerful synergies emerging, so I decided to explore further.
Half the deck is a serious threat when it resolves, and needs answering straight away. The other half are value cards that often work via the graveyard. You may think Spider Spawning, Anger of the Gods and Unearth don't really combo together, but you'd be wrong. It makes it very easy to repopulate once you wipe the board, and the Unearthers fill the graveyard quickly by cycling or self-sacrificing, then you get an early spawn, then you can follow up with an Unearth attack in concert if needed.
The only real Anger conflict is with the Rabblemaster. The Wayfinders and Arsonists are there for early defence, trades and chumps, and should be purposely traded pre-wipe to avoid the exile clause and fill the graveyard for a Spawn or Nemesis. The Unearthers are either cycled directly there, or only live for a turn when first cast, so avoid exile too, and the rest of the deck is either almost never designed to be hardcast (Wrecking Ogre) or will survive the wipe. Even losing a Spawn is fine, as you can flashback and repopulate, and a wipe after an attack will likely take down 4 toughness blockers too.
The Rabblemaster however is a great tempo card, a token generator for Mycoloth/Wrecking Ogre, and a great target for Hunter's Prowess. SS is a tempo card here, not a finisher. 3-4 Spiders is acceptable, and with the Draggers (which you ALWAYS cycle) and Wayfinders, that's easily achievable on turn 5, especially if you chump with the Wayfinders too. Turn 3/4 Nemesis are also common for this reason too. Never Unearth if you can still get value this way. I usually only Unearth en-masse for an alpha strike, or if I know I can force a poor trade as a result.
Unearth cards also mean I'll always have targets for Wrecking Ogre, Hunter's Prowess, Ogre Battledriver and Mycoloth ready to go if needed (at the extra cost of 2 mana of course) so none of those cards are ever left high and dry. Satyr Wayfinder of course is the absolute glue of the deck, and is easily my favourite card in all of D15.
This started off as an experiment in just loading up a deck with good stuff without a theme, but has actually ended up mechanically quite complex, with a lot of synergy, mixing heavy aggro, graveyard aspects and haste to good effect.