Elenda, the Dusk Rose was an experimental deck I built about a year ago. She has an interesting trigger to work around because she must die to get the tokens, usually CMDRs got to the command zone but that's a replacement effect that doesn't trigger dies triggers. The concept I originally had while brewing this deck was when I was brainstorming ideas for her in Brawl, using God Pharaoh's Gift. When Brawl died, I shelved the deck. Converting to EDH wasn't hard since the larger card pool opens more options. The basic aristocrat strategy is here, make tokens, sac tokens, profit. The game plan is to have a lot of things die and kill with either Elenda commander damage (21) or amass an army of bloodsuckers. This deck is full of my EDH essentials: recursion, ramp, removal, and draw. Most Importantly, upon request, there's no searching your own library so no shuffling. Not searching your library was a challenge to work around (restrictions breeds creativity), but no tutors keeps the power level of the deck at a fair level for most 75% playgroups.
Tokens isn't a focus but an important part to power up Elenda. All the token producers make multiple tokens. Genesis Chamber makes 1/1s for everyone, more tokens to die for Elenda. Oketra's Monument makes 1/1s when you cast creatures and discounts white creatures. Pawn of Ulamong makes 0/1s when creatures die, which can either be ramp or Elenda pump. Ophiomancer makes a 1/1 deathtouch snake on each upkeep, trick is to sac it on each end step. Druidic Satchel makes 1/1s or put lands into play or gain 2 life. Elspeth SC makes 3 1/1s or wraths away big creatures and her ult (should) wins the game. Pentavus is the best token outlet, it makes a token to sac to make more pentavites looping over and over to grow Elenda.
These tokens need to die now, this is how. Viscera seer and Carrion Feeder and 1 drops with free sac outlets. Bontu sacs to drain and scry 1, also hard to get off the board when it resolves. Yawgmoth sac outlet that draws you cards and kills creatures. Vish Kal sac outlet on a huge flyer that can murder anything.
What happens when things down? Blood Artist, Zulaport Cutthroat, Cruel Celebrant, Vindictive Vampire and Flakenrath Noble all drain when things die. Pitiless Plunderer makes treasure when your stuff dies, including tokens. Smothering Abomination and Harvester of souls draws when things die. Butcher of Malakir is a flying gravepact, forcing opponent's battlefield to remain barren.
Another thing most players miss about Elenda is that it counts her power, not the +1/+1 counters. Blackblade Reforge gives +x/+x for each land. Hero's blade is a +3/+2 that free equip to Elenda. Grafted Wargear free equips and can sac your entire board in an instant. Blade of the Bloodchief adds 2 more counters when creatures die. Fallen Angel grants flying and can sac a creature for +2/+1. It also returns to hand when it falls off (just like Rancor).
So Elenda dies, how do we get her back? Phyrexian Reclamation recovers a creature for 2 mana and 2 life, and is repeatable. Vesperlark will basically just get Elenda back. Entomber Exarch is a pet card. ETB raise dead or thoughtseize on one card. Nim Deathmantle saves Elenda after she dies. Rescue from the underworld instant speed sac and revives Elenda and something else. Sword of Light and Shadow is repeatable raise dead with protection from most spot removal. Karmic Guide gets back anyone, combos with Reveillark who's the best recession creature in the whole deck. Sun Titan imo is the best white card in the format, doesn't get Elenda but gets back anything lower on the curve. Relic of Progenitus is a cheap graveyard hate (which you need) plus you can use the tap to target yourself to get Elenda to the command zone. Plannar Void is like rest in piece except it's a trigger, so you still get Elenda's trigger.
Commander is very mana hungry, ramp in important. You're in Orzhov though, ramp is limited to artifacts (since you can't tutor). Sol Ring, Talisman of Hierachy, Mind Stone, Star Compass, Orzhov Signet, Orzhov Locket, Commander Sphere and Darksteel Ingot, All are cheap rocks that tap for mana (Star Compass should be Arcane Signet).
I'm not a fan of one shot draw, but I wasn't unhappy with them in this deck. Also needed more draw in this deck to counter act the effects of not tutoring. Skullclamp is the best, 1 mana to draw 2 cards. Sign in Blood and Nights Whisper are 2 mana draw 2 for 2 life. Read the Bones scry 2 draw 2 lose 2, helps dig for answers. Ambition's Cost and Ancient Craving 3 cards for 3 life for 4 mana. Painful Truths seems wierd in a 2 color deck, but there are lands that can make Temur colors.
Now to get rid of what your opponent's cards. Winds of Abandon and Merciless Eviction are exile wraths, good against those graveyard decks. Tragic Arrogence allows you to keep your best cards and whittle your opponent's to their worst cards. Austere Command is a modal wrath, taking care of whatever they have. Decree of Pain either cycle to wrath small utility creatures or hard cast to draw a ton of cards. Swords to plowshares and Anguished Unmaking are the best spot removal imo, i don't normally play 1 for 1 removal, you are inhereently at a disadvantage in a 4 player pod (something something math told me so). Shriekmaw is a terror that pumps Elenda. Retribution of the Ancients is a repeatable -x/-x by removing some counter from Elenda.
Lands are straight forward. Barren moor and Secluded Steppe cycle themselves (should be the deserts maybe?) Terrain Generator is "ramp". High market is a free sac outlet. Field of the Dead makes free zombies. Westvale Abbey either makes clerics or a huge demon. Scavenger Grounds is great graveyard hate on a land. Ghost Quarters is a fair land death land, just in case. Caves of Koilos, Command Tower, Opal Palace, Godless Shrine, Fetid Heath, Shambling Vent, Isolated Chapel, Tainted Field and Temple of Silence all tap for Orzhov. Exotic Orchard, Vivid Marsh, City of Brass, Mana Confluence and Forbidden Orchard taps for mana outside your color identity (for Painful Truths). 4 Plains and 11 Swamps to round out the basics.
a few cards i omitted (because i couldn't find copies). Ashinod's Alter sacs creatures for 2 mana, WILL paint a target on you and goes infinite with Nim Deathmantle. Kjeldoran Outpost and Castle Ardenvale are other lands that make more 1/1s so they can die. Arcane Signet, because i didn't get a brawl deck because it wasn't out when i made the deck.