Combos Include

-Mill an opponent: Hinder/Spell Crumple/Spin into Myth + Tunnel Vision

-Mill an opponent 2.0: Leyline of the Void + Helm of Obedience

-Infinite Coloured Mana: High Tide/Gauntlet of Power/Extraplanar Lens + Palinchron

-Infinite Colorless Mana: Basalt Monolith + Rings of Brighthearth

-Recurring non-creature countering: Sage of Fables + Glen Elendra Archmage

-Kill a creature a turn: High market + Vedalken Shackles

Win-cons

-The main win-con is the Queen herself, and there are in fact a few ways I've won games, just with her. On top of her massive (like, HUGE for a faerie) body, she has a decent ability also. If I can get any of the multiple infinite mana combos going (and one U/B mana if I'm using the Monolith method), I just use her ability, and mill an opponent on the spot. As good as that sounds, the really nice thing about this win-con is that even if Oona's in the command zone, if I have the coloured mana available, I can cast her, and use the ability right away, thanks to the lack of tapping requirements.

That's not the only thing she's good for though. If I can get any of the mana-accelerator's out (i.e. Gauntlet of Power, Caged Sun), I rarely need to go infinite. I can just rip big chunks out my opponents decks (and exile them!) to create an army of baby faerie rogues. Now 1/1 Faerie Rogues don't sound too powerful as is, but pair them up with Glen Elendra Liege, Oona's Blackguard, Scion of Oona, Stinkdrinker Bandit, and you have a terrifying army under your command. (Bonus: have Dire Undercurrents in play when using Oona's ability)

If all else fails, Oona's a 5/5 flyer. If for some reasons, you can't go infinite, or get any milling done, 5 points of commander damage is still a great back-up plan, just to scare the opponent a little.

-The second win-con uses either of the infinite mana combos also. All I need to do is go infinite, then drop a Profane Command to wipe out a single opponent, or an Exsanguinate to take the game Also works with Stroke of Genius and Blue Suns Zenith, to have an opponent draw the deck.

-The third win-con is the Helm of Obedience combo. As long as I have Leyline of the Void in play, I can pay 1 towards Helm of Obedience, and mill a entire deck, thanks to specific card wordings.

I like being aggressive with faeries, so some games, I can even win solely with Faerie damage, thanks to all the P/T boosts from other Faerie creatures.

Notable Synergies

Rite of Replication is the perfect catalyst for synergy. Increase the effect of a Faerie ability 6-fold, with a mere 9 mana.

-Rite of Replication on Sage of Fables: All Wizards enter the battlefield with 6 +1/+1 counters.

-Rite of Replication on Oona's Blackguard, for the same effect, but with rogues (aka Oona tokens).

-Rite of Replication on Glen Elendra Liege, Scion of Oona (Bonus: complete shroud), Shadowmage Infiltrator, Stinkdrinker Bandit, etc.

-Go infinite and Capsize my opponents field.

-With enough Oona tokens, Opposition can lock down an entire game of Magic.

This deck is still under work; I know there's changes that have to be made, I just can't find them yet, so I'll have to playtest. Any suggestions for improvements will be greatly appreciated though.

I should also note that I'm deckbuilding with a minor budget in mind.. Things like Underground Sea are a big no, even Wasteland is a little much right now. Also, I like the tribal theme, so asides from creatures that can provide a really great bonus, I would appreciate the creature list stinking to Faeries and Wizards.