While a 6/6 creature is not all that imposing, Deep Spawn has the ability to make itself untargetable until end of turn for just a single blue mana, effectively has some form of evasion with the Trample ability, and also mills cards from the top of your deck in to your graveyard during your upkeep (which can fuel further reanimation shenanigans on future turns)
It's a combo-leaning strategy that can end games quickly once it gets going, so if your group prefers longer, grindier games it's worth flagging
Plargg and Nassari Plargg and Nassari lets you steal two spells a turn, which is a pretty decent rate
9) Squirrel Dealer This one involves dragging in a person outside of the game who is going to wind up thinking Magic is usually this weird
Swiftfoot Boots The classic boots are the basic downgrade to Lightning Greaves, but still see enough play that they're worth mentioning
Just be warned that it requires skillful piloting like all Storm decks