I'm a huge fan of rogue decks and I loved champion of stray souls right off the bat. This deck makes the most of his abilities, focusing on enter the battefield effects and a death trigger or two. It's not as explosive as the innistrad junk reanimator, but it is very hard to deal with for most mid-range and control decks. Lifegain and all the early mana-dorks lets you survive the burn/aggro decks as well. I've play tested it extensively and it has a very soild meta match-up, paricularly against devotion to black. My only two losses thus far have been to other rogue decks, in top 8, at my local tournament site. I've also play tested it with Voice of Resurgence in the mainboard and found that that works well if you feel like making space.
T1-Land
T2-Varies based on the hand of course. Preferably you play a mana-dork, pass.
T3-You want to get another mank dork out if possible. Usually I will Commune to dig a dork out, cast him, then pass-I if i don't have one in hand. If you don't, lay a troll or even better satyr wayfinder, then pass.
T4-Depends on the board state. Preferably, Champion. If they don't have an answer for him, you usually win on turn 5.
T5-At this point, with the mana excellerants you have available, you will generally Cast another Top-Turner to put more good reanimation targets in the graveyard. You will have 5 mana left, enabing you to attack and then sac, or on the defense, pass-You can then Declare blockers on the other players attack, sac your defenders, and exploit the advantage gained by your triggers. Even one each of your main targets will devastate their board.
For example You have on board:
Champion of SS, sylvan caryatid, voyaging satyr, wayfinder satyr. you declare blockers, then reanimate-Sacrificing your blockers, but effectively preventing damage.
You target three creatures-one shadowborn demon, one gray merchant, and one ashen rider. You can prevent damage, gain 8 life, blow up a creature, and exile and permanent. Obviously you will get doubles of your targets quite often. Double or Triple Gray Merchants or Ashen Riders generally end the game. Taking out your opponents lands is devastating-with the riders enter and death trigger, you can leave them with nothing but cards in hand in short order.
This decks wins past turn 5--- 80% of the time.