A Partner Commander deck following the 8x8 commander theory. Necromantic Enchantment that avoids Red.
The first set of 8 are the mono color gods and their artifacts. Erebos, God of the Dead and Whip of Erebos provide Life gain and opponent life gain prevention they also provide card draw and single use necromancy. Heliod, God of the Sun and Spear of Heliod provide creature buffs (vigilance and +1/+1 respectively) they also create more enchantments for Sphere of Safety and constellation cards, and can destroy opponents' creatures that damage the player. Nylea, God of the Hunt and Bow of Nylea boost attacking creatures (trample and deathtouch) along with some versatile mana sinks. Thassa, God of the Sea and Bident of Thassa provide card draw and permanent scry, extremely useful for early game or combos with Thrasios, Triton Hero.
The second set of 8 are the pillowfort cards: Sphere of Safety, Archangel of Tithes, and Baird, Steward of Argive protect the player from attacks by opponents' creatures. Aegis of the Gods, Sterling Grove, and Archetype of Endurance protect the player and their permanents from non creature spells that opponents will cast (aside from "each" wording board wipes)-these six combo with Enchanted Evening and Starfield of Nyx to provide blanket cover to all permanents and the player (be aware you need to boost your enchantments by +0/+1 or your lands will disappear when Enchanted Evening and Starfield of Nyx share the field. This can be accomplished by Ravos, Soultender who buffs creatures with +1/+1).
The third set of 8 are non-enchantment creatures that combo for significant boost, provide protections, or provide search. Kwende, Pride of Feneref combos with Archetype of Courage. Hanna, Ship's Navigator for necromancy. Zur the Enchanter for library search under 3 converted mana cost. Rashmi, Eternities Crafter to assist with mana. Herald of the Pantheon to assist with mana and life gain. Femeref Enchantress for card draw (combo with Sterling Grove to put a card in your library into your hand). Kozilek, the Great Distortion for permanent counterspells (there are other choices to replace Kozilek, but occasionally casting animate dead on it can be enjoyable){replaced by decree of silence}. Dralnu, Lich Lord to play the following sorceries out of the graveyard after the player inevitably mills them.
The fourth set of 8 are sorceries. Plea for Guidance (if one doesn't have Starfield of Nyx and Sphere of Safety, get them). Kruphix's Insight, Mine Excavation, and Commune with the Gods assist in necromancy. Diabolic Tutor (Commander is high cmc often, so no point in Demonic Tutor). Open the vaults for when opponents board wipe in terror of the player's massive board presence. Extinguish All Hope in order to clear opponent's boards. Enduring Ideal to gather any and all enchantments the player wishes.
The fifth set of 8 are life gain (or loss) and card draw. Grim Guardian and Underworld Coinsmith (constellation life loss/gain. one of my favorite win conditions). Blind Obedience and Authority of the Consuls (slow your opponents and gain life). Ajani's Mantra, Greed, Karametra's Favor, and Eidolon of Blossoms.
The sixth set of 8 are low cost enchantments that provide mana and are searchable by Zur the Enchanter. Font of Fertility, Elfhame Sanctuary, Burgeoning, Verdant Haven, Wild Growth, Nylea's Presence (fun for a land walk prismatic deck), Alpha Authority (first enchantment for Zur), and Reconnaissance (second enchantment for Zur).
The seventh set of 8 are cards that fill up the player's graveyard (or play from it) so that Starfield of Nyx can function with more variety. Nyx Weaver, Deadbridge Chant, Animate Dead, Vessel of Paramnesia, Vessel of Nascency (two low cost enchantments that can be easily searched or returned from graveyard so great sacrifice sinks). Chronic Flooding, Crop Sigil, and Sinister Concoction.
The eighth set of cards is 8 cards that fill missing functions: the other three mono color archetypes (Finality, Courage, and Imagination) provide bonuses to all creatures (which Starfield of Nyx combos to mean all enchanments) Training Grounds combos with Thrasios, Triton Hero to decrease the cost to scry and draw (hugely important if drawn early game with a forest and island-highly suggested to keep that hand). Crucible of Worlds fixes the land loss with self mill. Hibernation's End provides consistent creature search for those highly efective non enchantment creatures that are difficult to find otherwise. Hidden Retreat provides a means of emptying one's hand after using Enduring Ideal and is a secondary "counter" to damage from instants and sorceries along with Kozilek, the Great Distortion{Decree of Silence}. Sol Ring to provide mana.
Two non-basic lands provide self mill. Three provide all colors of mana. Two (or four once acquired) provide three of the four mana types. Five (or six once acquired) are life-gain dual lands. Evolving Wilds and Terramorphic Expanse are base requirements, and scale well with crucible of Worlds. Thawing Glaciers is an amped version that doesn't require necromancy. Temple of Deceit, Drowned Catacombs, Sandstone Bridge, Skyline Cascade, Mortuary Mire, and Fertile Thicket (Thrasios combo) are good filler lands until the player finds decent replacements{replaced}. Three of each basic land type, one of wastes (two sideboarded for one Sol Ring and one Thawing Glaciers){removed}.
This deck is slow to medium speed, definitely improves with multiplayer, and requires that one be comfortable with combos across many colors (five if you include wastes for Kozilek). Has successfully dueled in EDH and won multiple times.