The main focus of the theme is to activate "Rite of Aramesir" as quickly as possible to get an "Adventurer Token" to the field, Summon the various monsters in the series, equip the Token with the Equip Spells and activate Field Spells in order to defeat the opponent swiftly
negate that monster's effect, and if the detached material was a "Galaxy" card, destroy that card
I've seen some people asking for Snapcaster Mage and fetch lands in Commander decks, but that's not practical, and lacking super-high-end cards isn't the problem with Commander 2018
White Mage gets Lifelink, Thief cannot be blocked, and Black Mage has Deathtouch
One of the new legendary creatures from Kamigawa: Neon Dynasty also loves doubling things too
Jund: With Jund, you have two main options: first, you can embrace the ramp theme, improve the finishers, and play a good-stuff / ramp deck