[As usual: My decks are for multiplayer, mostly 2vs2 and Pentagram. I am playing in a regular group of Magic veterans with huge collections, the meta is very mixed and mostly relaxed but sophisticated, no netdecks. No need to comment on manabase because it is always subject to change due to availability of my duals and fetchies, but feel free to suggest non-basics with abilities that fit. We don't use sideboards, cards listed in the sideboard are cards I consider adding and/or cards I don't own yet]
Okay, so this deck started with 4 Fight to Death which I got a while ago and never made use of so far. Main idea is to produce lots of expendable creatures or ones that survive a destroy effect, so I can attack and the opponent has to risk losing his creatures or let them through. Vice versa, I have Guardian of the Gateless and Wall of Glare for defense. They can block any number of creatures, so attacking me is a huge risk since a Fight for Death would take down all of their creatures.
There are more tricks and sublayers, see "how to play" section for a complete rundown. The two cards missing should be Disrupt Decorum but Commander 2017 hasn't been added yet.
The deck hasn't seen play yet and I am a bit torn. On the one hand it does exactly what it should do, on the other hand the only thing I can control is creatures. The deck currently lacks in carddraw, lifegain and removal for non-creature threats.
But if you make suggestions, please try to find something within the theme.
ASSEMBLE THE LEGION AND GOBLIN ASSAULT:
Poke your opponents with disposable critters. They will learn to block with caution after they saw the first Fight to Death. Since both enchantments keep on producing tokens for free you don't risk much when they die.
Once you have enough attackers, also send in the Medic. Your creatures will now have indistructible and survive Fight to the Death! Of course that's also useful without the instant.
He assures that you will deal damage no matter what happens to your tokens! Unless you also have the Medic, Hellrider himself should stay at home, though (his ability still triggers!).
GUARDIAN OF THE GATELESS & WALL OF GLARE
Block everything that got thrown at you and Fight them all to Death :). The possibility that you *could* have another Fight to the Death could be enough to convince opponents to not attack at all.
However, smart opponents will start poking you with single creatures that are just strong enough to kill the Guardian. This is why I consider Manor Gargoyle.
Fight to the Death is an instant, you won't always have one and there will be times where only a few creatures block. Ballista Squad is a permanent threat to anything that blocks your tokens.
It's like a Frontline Medic and Ballista Squad in one card, albeit with weaker versions of both abilities.
A good deterrant to single attackers poking you, especially when you don't hold a Fight to the Death.
Well, it isn't a strong card, just one I like for no apparent reason and it fits somehow. I'll give him a single slot because I want to see him emerging from a Fight to the Death at least once.
VALOUR MADE REAL
I always play against the same bigger group of players and I usually keep my decks for many years. Which means after a while they will know what my decks can do. This is why I run single cards like this one to keep them on their toes. If I played this just once, from now on, even in subsequent games, my buddies will be cautious to attack me, because even if I don't have a Guardian or Wall, I might still be able to block and kill everything.
SUNFORGER & SURREAL MEMOIR
It's hard to build a deck around an instant. The Sunforger helps me fetching Fight to the Death and Surreal Memoir allows me to replay it.
LATULLA'S ORDERS & COLLECTIVE EFFORT
This is the only utility I have in this deck. Latulla's Orders, at least, somewhat fits the theme since my opponents will be reluctant to block my stuff. The Effort is my only enchantment removal with some other options, but I am not set on that. Usually I would play something like Serenity or Purify in a creature based deck like this, but I run too many enchantments myself.
FUMIKO, SKIN INVASION, WAR'S TOLL & DISRUPT DECORUM
As I said, after my opponents know what my deck does they won't do all-out attacks anymore and might even stop attacking except with safe options like dudes with shadow. These cards put an end to this. I especially like the new Disrupt Decorum, which can win on it's own in multiplayer. The other players are forced to bash each other while I am safe for one turn and can watch the mayhem. Skin Invasion? Just like Reborn Hero, I like that card for reasons I can't explain, so it got awarded with a precious slot in one of my decks.
Note that War's Toll also affects mana tapping. This can be highly annoying for some, especially those defensive, reactionary control decks. I am considering adding a 2nd one.