Start hand and first turns:
You have to focus in a mana ramp hand, do mulligans until you get a hand full of lands, ramp artifacts and one tutor or one draw card. In mostly cases I mulligan twice. The rule of partial mulligan is your friend.
In my early days in EDH format I lost a lot of games because my mana base was too slow. So my personal rule for your start hand is ramp mana fast and recovery cards by card drawing during the match.
Third-fourth turns. In this point you have to choose according to the match:
1 - Cleaning all creatures with your mass removal spells to stop your opponents development on the table;
2 - Play your enchantments to retain your opponents to play creatures or at least hold them on;
3 - Prepare your combos (below I list it) discreetly, while your enemies waste spells against each other. By discreetly I mean cast only ramp cards and play lands, do not show to your enemys how dangerous you are. To do the combo way I recommend one/two combo cards plus one tutor in case of just one combo card;
4 - Disrupt your enemys by playing your discard hand cards like myiojin, skull rend, syphon mind, tasigur's cruelty or enchantment cards like no mercy, price of glory, painful quandary, palace siege, polluted bonds, underworld dreams;
5 - If you do not know what to do or your hand is bad, play Mogis or use your draw cards to refresh your hand.
Synergies, this is what Mogis Edh Multiplayer does:
Draw Cards - Ambition's Cost, Ancient Craving, Damnable Pact, Faithless Looting, Harrowing Journey, Read the Bones, Syphon Mind, Underworld Connections, Staff of Nin
Recovery Life - Gray Merchant of Asphodel, Exsanguinate, Exquisite Blood
Discard Hand - Myojin of Night's Reach, Skull Rend, Tasigur's Cruelty, Unnerve
Creatures removal (you hate creatures) - Barter in Blood, Black Sun's Zenith, Blasphemous Act, Chain Reaction, Crux of Fate, Deadly Tempest, Decree of Pain, Extinguish All Hope, In Garruk's Wake, Magmaquake, Starstorm, Pestilence, Pyrohemia
Tutors - Beseech the Queen, Dark Petition, Diabolic Revelation, Diabolic Tutor, Increasing Ambition, Night Dealings
Mana Ramp - 11 artifacts
Hold creatures - Æther Flash, Burning Sands, Lethal Vapors, Repercussion, Spreading Plague, Tainted Æther, No Mercy
Special cards
Vandalblast - Your only mass removal artifact card, use it carefully
Price of Glory - Hold your foes spells, no more instant spells to crack your combos
Mindcrank - Just for the combo with Bloodchief Ascencion, in other situation this card is useless in this deck. But for 2 manas in a odd of a winning combo worth the risk.
Wound Reflection - Make interesting your enemys attack each other
Underworld Dreams - Good against draw massive cards deck.
Combos, win conditions:
1 - Play Heartless Hidetsugu ability + Cast Wound Reflection
2 - Play Mogis (it is the best one to charge fast Bloodchief) + Bloodchief Ascension + wait 3 charges on Bloodchief + mindcrank + discard or damage . My favorite combo.
3 - Play (Sanguine Bond + Exqusite bond), if possible play it in the same turn + damage or life gain.
4 - A lot of creatures on the battlefield (be carefull with yours) + Repercussion + Mass huge damage spell on creatures on the same turn.
Why this deck is good
Hardly ever your commander will become a creature so what you have in pratical terms is a indestructible enchantment that deals 2 damage in in each upkeep opponent, mostly of them will not sacrifice a creature, except in a token based deck. So your matches will be always agressive. Control decks will have to attack fast and expose their win conditions fast, so when they do that all mana is tapped and you can broke their game plan. Aggro decks are based on creature, this deck is prepared to deal against creatures, when they play a lot of creatures on battlefield you with just one massive creature removal card disrupt the game in your favor.
The main problem in this deck is when your opponents play with massive enchantment spells or Commander massive damage (Voltron Decks) and Gaddock Teeg.