My current Abzan list.
Armament Corps is just STUPID good with
Captain of the Watch btw.
You either go Corps>Captain and end up with three 2/2 tokens with Vigilance, a 7/7 Corps with Vigilance, and the 3/3 Captain.
Or you go Captain>Corps and end up with three 2/2 tokens with Vigilance, a 5/5 Corps with Vigilance, and a 5/5 Captain (which is conveniently out of the range of most burn).
Corps is obviously good with all the little early game weenies as well, Satyr and Visionary and the like. I think my favorite of the early cards with Corps though is
Wall of Omens. Play Corps and put 1 counter on itself and one on the wall. You now have a 5/5 Corps and a 1/5 Wall, which makes one hell of a roadblock for a lot of decks to get through and buys a surprising amount of time to either get Seance/Spawning set up, or otherwise just stall until you have the mana to start hard casting stuff like Captain/Wurm/Demons/etc.
This deck currently holds my record for the most damage done in a legit game (aka not intentionally holding off on winning when you could just so you can do more damage). Was against a Sultai Self-Mill deck last night Which involved 2 resolved Spider Spawnings (each for around 7+), Captain of the Watch being resolved 3 times (gogo Treasured Find/Dead Reckoning), and a Craterhoof Behemoth Seanced in.
The opponent was at -468 when everything was all said and done.
Edit: The deck can have some issues when faced with a glut of Flying creatures, but Spawning can really help with that. The deck also has a decent amount of lifegain to get by, especially with Seance. I had a game the other day where I survived getting beat on by 2x Rune-Scarred Demons and a Shadowborn Demon just by continually playing/Seancing in Lifegain creatures.
I know I may get a little flack for how few GY enablers the deck runs, but Satyr has been enough on its own. We fill our GY here by making early chumps/trades with our creatures after playing them out, squeezing as much value as possible out of them. Early Visionaries/Satyrs/Missionaries/Walls/Gatekeepers are offered up early, buying time to either stick a Seance/Spawning to get even more value out of them, or until we hit the mana to start dropping huge threats each turn (which all wring value out of Seance themselves).
Craterhoof is an all-star in this deck. With so many ways to cycle through cards and/or bring them back, he shows up a lot more often than you would expect. With Seance/Treasured Find/Dead Reckoning/Sheoldred he see's play basically every time he gets milled by Satyr, and with Visionary/Wall of Omens/Wurm continually cycling through our cards (which again is even better with Seance) drawing into him isn't uncommon. Rune-Scarred fetches him up nicely as well, again, even with Seance so often a milled Rune-Scarred leads directly into a win from Craterhoof.