Commander:

This deck focuses on making it impossible for opponents to attack it and follows up with value enchantments.
You will have fun with this deck if...
- ... you prefer linear strategies instead of simply playing all the good stuff.
- ... you like sitting back and letting your opponents kill each other.
- ... you like doing something off the beaten path (which, in this case, would be artifact recursion).
You will not enjoy this deck if...
- ... you want to be the aggro deck.
- ... you want your commander to deal out the punches.
- ... you prefer to play a well-rounded deck to a strongly linear one.
No budget: I've gathered quite an extensive singleton collection over the years, so I was able to include all the cards I wanted.
Preamble:
When I first discovered the Commander format, I wanted to build a Hanna deck. However, since I was new, I didn't want to pass up on playing some powerful cards that really didn't fit into the deck, which is why I ultimately ended up discarding the deck and building Sisay instead.
After having played a number of fun decks, I built a pesky Oloro control deck, similar to what Brian Weissman and Nathaniel Prawdzik have come up with (if you're interested in a competitive EDH playstyle or you want to learn about the finer arts of Magic, I highly recommend checking out their respective Youtube Channels:
https://www.youtube.com/user/bekele2617/videos and
https://www.youtube.com/user/NatePrawdzik/videos). After winning a few games, I figured my friends had suffered enough, and so I decided to build a bit of a weaker deck, which might be more fun for the whole group.
This would be an enchantment-based, pillowfort-style Hanna deck. I figured that, due to its strong focus on enchantments and the lack of Counterspells, it would be a 'fair' deck to play. However, it has turned out to still be a powerhouse, particularly due to its non-threatening posture, which frequently wins political games.
My playgroup has grown more and more competitive over time, but we are trying to get away a little from mono cheap disruption decks, since those games just aren't fun for anyone at the table. If your group isn't playing budget decks, but isn't running mono counterspells, this list should fit in nicely.
Currently, I am working on a Daxos deck for 2HG purposes, which is why I figure this is the perfect time to post this list
Playstyle:
This deck tries to be inconspicuous, while ramping up mana and building up pillowfort defences:

As mentioned previously, this is primarily an enchantment based deck, which means that most artifact synergies have been disregarded in its construction. However, a few cards like
Commander's Sphere are still in the deck. The requirement is that they must be good without the recursion as well.
Speaking of recursion: There certainly are a lot of sweet recursion themes (
Solitary Confinement,
Decree of Silence) going on in the deck. However, this usually occurs after a board presence has been built up. Hanna typically comes down fairly late, and her first one or two activations are to counteract earlier removal. I will get back to specific strategies later in this thread. Generally, the deck's focus is on building up its pillow fort, in which Hanna can then safely tinker with her sweet enchantments.
We're walking a fine line in terms of disruption. As mentioned above, the deck's intention is not to be prohibitive early with counterspells and the like. Neither does it want to steal all of the opponents' creatures, though there certainly are theft elements in the deck, which double up as defensive measures and win conditions. We are running
Strip Mine and
Wasteland, but only to deal with troublesome lands like
Gaea's Cradle or
Volrath's Stronghold. There is no
Crucible of Worlds. Until the later stages of the game, the deck is almost exclusively relying on making an attack as difficult as possible:
Decklist:
I've tried to sort cards by function, and then alphabetically.
Disclaimer: I frequently let friends borrow cards, so there might be some cards missing. Also, I haven't gotten around to update the list with certain cards from Battle for Zendikar and Commander 2015!
Lands (32, should be 33):

We are running quite a few basics to support land tax, and to combat the occasional Bloodmoon.
I'm pretty sure I've taken out a couple of lands and forgotten to replace them. Just use your imagination to fill up the slots.
Adarkar WastesAncient TombArid MesaCommand Tower (this is one of the cards I temporarily removed, which means 1 less card is missing)
Flooded StrandGlacial FortressHallowed FountainIsland (8x)
Kor HavenMana ConfluenceMarsh FlatsMisty RainforestMystic GatePlains (5x)
Prairie StreamScalding TarnSerra's Sanctum (by far the best land, possibly the best card here!)
Strip MineTundraWastelandWindswept HeathRamp (12):

We need a lot of mana, not only to cast our spells, but also to have enough mana to recur things if necessary!
Chromatic LanternCommander's Sphere (also value with Hanna)
Expedition Map (usually gets
Serra's Sanctum, but can get
Wasteland or
Kor Haven in a pinch)
Gilded Lotus (this is a frequent copy target for
Phyrexian Metamorph)
Land Tax (doubles up for Tax-Rack combo)
Mana CryptMana Drain (Yes, this is a ramp spell in this deck! It's the only counter I run!)
Mind Stone (also value with Hanna)
Sol RingTalisman of ProgressThran DynamoWorn PowerstonePillowfort cards (11):

This is the most important part of the deck. Remarkably, these cards are also the most frequent regrowth targets (after removal) - even more so, than the actual recursion cards! They are also the most frequent targets of copy effects!
Delaying Shield (also combos with
Faith Healer)
Ghostly PrisonHumility (not having the commander available doesn't hurt this deck overly much)
In the Eye of Chaos (there are still a bunch of counterspells floating around)
MoatPropagandaStory CircleSolitary ConfinementSphere of SafetyTeferi's MoatWar TaxDisruption (18):
Banishing LightCurse of Exhaustion (also combos with
Decree of Silence)
Cyclonic RiftDetention SphereDismantling BlowLegacy's AllureOblivion RingParallax Wave (Insane regrowth target. I used to run
Parallax Tide, too, but it was too unfair)
Planar CollapsePrison TermReality Acid (combos with Hanna plus
Faith Healer)
Seal of CleansingSoul SnareSupreme VerdictSwords to Plowshares (I don't run
Path to Exile, because it's not necessary, along with the other cards, and it has a real drawback against fast decks in my meta)
Take Possession (I used to run more of this effect, but it tends to draw a lot of fire, which we want to avoid. It's still a nice removal spell that doubles up as a wincon)
Treachery (see
Take Possession. This also doubles as a mana accelerator with
Serra's Sanctum and
Ancient Tomb)
Vedalken Shackles (see above)
Utility (16):
Auramancer (I've come to really like the redundancy to Hanna, especially since I tend to wait until I can protect her. I'm considering adding the monk from Urza block.)
Clever Impersonator (Usually copies pillowfort cards, but wincons and acceleration work, too)
Copy enchantment (see above, minus acceleration)
Enlightened TutorFuture Sight (you'd be surprised how often you end up hellbent with this deck, particularly when someone is locking out your general)
Greater AuramancyIdyllic TutorLightning Greaves (I tend to wait with my general until I have this, particularly when she's died before)
Mesa EnchantressRhystic Study (same purpose as
Future Sight, but while that is underrated in my playgroup, Study frequently serves as bait)
Rings of BrighthearthScroll Rack (you play the Tax, you play the Rack

)
Sensei's Divining Top (I hate playing this card in EDH, but when you're playing
Future Sight and
Omniscience, you might as well...)
Swiftfoot Boots (see
Lightning Greaves)
Tezzeret, the Seeker (there isn't a lot of artifact recursion here, but the toolbox plus ramp makes him worth it. Frequently gets Shackles or Greaves.)
Trinket Mage (An extra tutor for
Serra's Sanctum? Sign me up! Also gets Top for
Future Sight)
Combo Pieces (5):
Academy Rector (usually serves as a bait spell, or an extra pillowfort element, but boy is it nice when you do get that
Omniscience!)
Decree of Silence (probably the most unfair synergy with Hanna in the deck, particularly when you add
Curse of Exhaustion)
Faith Healer (combos with
Reality Acid, gets new targets for
Oblivion Ring effects, and generally has good synergy with the deck)
OmniscienceReplenish (even more broken in this deck than
Omniscience)
Finishers (4):
Jace, the Mind Sculptor (ironically, the weakest one in terms of ending the game. The utility makes him worth it, particularly with all the pillowfort cards)
Opalescence (make sure not to cast this too early. I've been blown out by Wraths once or twice...)
Sigil of the Empty Throne (the best of the finishers and a frequent copy and tutor target)
Starfield of Nyx (boy, I wish the second part of the text didn't exist... That makes this card quite risky. However, it's too good not to run it...)
Cards that didn't make it:

Just ask me about specific cards, and I'll add an explanation why they aren't in, or I'll add them.
Aurification: Simply unnecessary. This is a lot less effective than, say, Moat, in my experience.
Crucible of Worlds: Trying to stay away from things that make people want to target you. Cards like
Humility and
Omniscience are enough! I also want the games to be as fun an experience as (still) possible for everyone...
Eldrazi Conscription: This is a placeholder for all aura cards (though I did consider a few utility cards). I had
Nomad Mythmaker, one of my casual favorites, in here for a while, but auras are generally prone to card disadvantage, and Voltron finishers simply aren't necessary in this deck. I'd rather stick with the consistancy I currently have...
Terminus: I used to run this, but it was a dead card too often. You don't need a lot of wraths if people usually won't attack you, and you've got theft and
Humility as backup plans!
Strategy:
OK, I'm pretty tired, so I'll keep this short for now. Just tell me which points you want me to elaborate on! Hopefully, I'll get around to adding specific card interactions at some points, though you'll find a lot of those in the comments section.
As already mentioned, your typical game starts by ramping, and then, you spend as many turns as possible off the radar, while 'subtly' discouraging people from attacking you.
During the mid- to late game, people will figure out rather quickly that you're a lot more of a threat than they've previously assumed, or - at the very least - that, if they don't deal with you, it will soon become impossible for them to kill you by conventional means. The best way to combat this is to overwhelm their spot removal. I've had games where people focused all their removal on my defensive enchantments, and people still didn't manage to finish me off, even with things like infinite tokens!
Once you've established your defenses and Hanna is protected, you start getting value out of your various recursion options, which includes
Faith Healer synergies. She is also a great way to make sure your enchantments won't get exiled!
Of course, you do get games where people will just scoop to an early
Omniscience, but otherwise, this is the point in the game where you start working on the finish, preferrably with
Sigil of the Empty Throne.
Strengths:
- Very passive approach, along with defensive cards,
discourages opponents from focusing on you.
-
Interaction with the massive amount of enchantments is
almost impossible. I have one friend who runs
Aura Thief, but apart from that, there isn't a lot to blow you out. You can even recover from
Austere Command, and your opponents usually can't afford to choose Enchantment anyway, since there will be more proactive decks at the table.
-
Redundancy concerning the pillowfort approach means Hanna isn't vital for you to have a good game, though she certainly helps.
Weaknesses:
-
Graveyard hate can be quite frustrating, though it is possible to beat it with redundancy and card advantage like
Future Sight.
- Decks with a lot of
efficient counterspells, if they can afford to focus on you.
-
Alternate win conditions like infinite mill.
- Highly agressive decks can be a problem, but I've found them to be a lot less threatening than I first expected. Even decks like
Geist of Saint Traft can be managed, though that is at least in part because they don't want to focus on the guy who taxes them for attacking...
OK, that's it for now. I hope I could give some of you a few ideas. Please let me know what you think and what you would change. If you have any questions or feedback (this is the first deck I've posted here), feel free to message me. I will also try to read through the comment section.
Have fun!