Arcanyst Wanderer
Actually, I (as many others) am not too fond of facing all the Wanderer spam currently on the ladder. However, I believe that the highlander format does allow for a lot of unique deckbuilding experiences which haven’t been really explored yet (because the on-curve play good stuff lots of removal etc. is always the more competitive way to build it).
This deck goes for the Arcanyst-spell proc route. We have different categories of cards here, which serve different purposes:
Spell comboers: Owlbeast, Firestarter, Illusionist and Conjurer. These cards get out of hand really fast, and are absolute nuts with Wanderer on board.
Arcanysts (the ones named are the priority ones to play): Manaforger, Trinity Wing, Death Knell, Lightbender, Sun Seer etc. The deck has strong tribe mechanics, and arcanysts also work nicely with Wanderer.
Spells (draw): Inkhorn, Demonic Conversion, Sphere & Inkling: Spellprocs & draw, as in my Ben Swolobeast (I’m really proud of that deck btw, it’s nuts).
Spells (removal): Ritual, Lure etc, just goodstuffz
Spell creators: Rokadoptera, Crypto, Mentor, Mindwarper etc. These are what really ties the deck together, as they benefit from Wanderer, give you more spell procs and provide utility such as ping or swarm creation.
Rest of the deck includes Wanderer himself, Moonrider, Revenant and Chakram which get nuts with the +1/+1 buff, Dankfire for the mandatory ramp and Desolator for desolatin’.
How you play the deck is pretty draw-dependent, but it’s somewhere between midrange and control. In the long run you usually win, unless the opponent has a ridiculously strong slow wincon in which case you should go for a burst win before 8-9 mana. Ask away if you have some specific questions 
WR was 7-4 (64 %) in Diamond last season and 4-5 (44 %) in Silver this season, so 55 % overall. Yep, S-rank is short for Silver-rank in case you didn’t know.