With all sorts of ways to tap down creatures, with cards like Sleep, Opposition, and Timin, Youthful Geist, you have a plethora of cards to not only lock down your opponents, but to provide tons of board presence and card advantage over the course of the game
If competitive playtesting is your goal, focus on print consistency and affordability
So your deck is effectively 99 cards (98 with partner commanders) since your commander sits in the command zone during the whole game
At the beginning of your end step, you proliferate
Nowadays, you'd expect half the removal in a given set to deal with planeswalkers, but that's not the case in Khans
If you foretell an instant card, you can cast it as soon as the next player's turn