Into
Due to the fast nature of the oathbreaker format i have developed an all in combo deck based around the new ashiok and her signature spell Yawgmoth's Will. First i want to start by stating the archetypes and walkers i believe to be the most powerful, skip to game plan if you are not interested. aminatou the fateshifter seems to be the most powerful deck given you have access to blue/black the 2 strongest colors in eternal formats and white, a decent support color. aminatou is also a combo piece in the command zone with alter of the brood and feldar guardian. Once i find the right signature spell i will make a deck teck for her as well. Another slimier commander is estred the masked, giving up black and gaining green is a slightly worse color palate and her combo takes a bit more time but i think she will make a great stax commander for this reason i think enlightened tutor is a fine signature spell to grab the proper stax pieces to stop combo and aggro decks. Aggro decks will also be very prevalent due to a lower starting life total. the 3 commanders i see doing the best for aggro are Kiora behemoth beckoner, garuuk wildspeaker,and lord windgrace. User AdNausium12 has built the kiora deck i used to play test against and i and have been getting some really enjoyable games from it: here is the link http://tappedout.net/mtg-decks/competitive-elves-in-oathbreaker/. Lord Windgrace gives solid colors and you have access to some really good hate bears. i recommend running eldrich evloution/ green suns/ reanimate as a signature spell for him to get the proper hatebears. once you have a solid lead put a sire of insanity out and win.
Game Plan
Ashiok
Our main game plan has nothing to do with our commander and signature spell, they are nice to have but in most games we win without them. Ashiok's passive prevents opponents from searching their library this alone turns off up to 1/4 of your opponents decks given the high saturation of fetch lands and tutors ran in Oathbreaker. The second part is her -1; target player puts the top four cards of there library into there grave yard. This will be used mostly as a draw 4 given yawgs will is our signature spell. the second part of her -1 exiles opponents graveyards. milling 4 every turn will also get us closer to the bottom of our deck.
lab maniac/ jace wielder of mysteries
these are our 2 main win cons we want to tear through our 60 cards as fast as possible to win with one of these guys. both read "if you would draw a card and there are no cards left in your library you win the game"
Demonic consultation/ Tainted Pack
use this to name a card not in our deck with jace out to win the game instantly. you can also look for lab man/jace then yawgs will and cast it again similar to the cedh kess decks
Ramps and rituals
We are running almost everything legal to give us the most mana possible. In a grave yard hate heavy meta i can see dark ritual being a very good signature spell to power out some early rocks. of course you only get to use it once but i think the fast start is worth the downside.
Ugin package
This is some weird tech that i am testing which involves helm of awakening (all spells cost 1 less) ugin the infallible (all colorless spells cost 2 less) our suite of mana rocks and paradoxical outcome. with either ugin, helm or both in play all of our rocks ether break even or net a mana. bounce them all with paradoxical outcome, draw some cards and replay them all. once this is done you can cast god eternal bontu sac them all to draw more. follow this up with yawgmoths will to return them, then paradoxical outcome again (including bontu this time) , i think you see my point by now. now this is blatantly worse than any other infinite mana combo but we dont have a draw outlet in the command zone like most scepter edh decks. you can always run a draw spell instead of yawgs will and once we know more about the format it may come to that but for now i think yawgs will with Demonic consultation/ Tainted Pack is to strong to ignore. just remember once you cast yawgs will it will start exiling everything you cast so go in with a solid game plan
Defense
We are running a standard counter spell package. toxic deluge is our only board wipe for now, i don't think we want a tone of defense, our goal is to win before the board gets too crowded. We have a narset windfall combo to hate out our opponents hands while refilling ours to hedge our bets against other combo decks. Time twister/ time spiral seem not as good since they shuffle our grave but i may add them in at a later date.
Edits:
After some play testing i found holding up mana for notion thief to be too slow to ever use. we want to win by turn 3-4. same goes for bridge we should try to win before any creature deck is online. shackles is getting swaped for guided drake and more swamps will be added. tendrils was almost never needed so i swapped it for lim duls vault.