After sleeping on the list and thinking more about the lines of plays within the deck, I've derived some significant updates.
I read up on Kurotenshi15's Prossh list, and I think it has some merits. It reminded me about compact combos and the importance of variability within them. There is one combo in this deck, that I'll talk about later, that is neither compact nor variable. That stirred my
train of thought into modifying the deck completely.
This deck, as designed by Paramount, insisted on creating large amounts of mana, drawing large amounts of cards, and winning the game by
breaking the arms race via broken interactions that Prossh has to offer. The issue I had with his list is that he was more concerned with facing prison-style decks, which is not as popular where I'm playing. Instead, I took the deck into a more ramp, value, powerplay deck, insisting wins through relentless waves of high priority threats.
The cards you're looking for, outside of ramp, tutors, and card draw are the following:
Tangle WireSmokestackSadistic HypnotistMyojin of Night's ReachGrave PactDictate of ErebosEvolutionary LeapFecundityGreater GoodEarthcraftXenagos, the RevelerGaea's CradleThese cards are what make the deck shine. They are, in essence, the engines of the deck, that play against your opponents by netting massive card advantage.
Why no
Food Chain, no altars?
The issue with these combos is that they can be disrupted and leave you with a difficult situation. Having played the deck against the same group for a while, they'll be looking for those setups.
The cards themselves are fairly weak; I'd rather use Prossh as an infinite sac outlet, and not as the creature being sacced, due to his incremental commander cost.
Why no Kiki-Conscripts?
As I mentioned before, they have no synergy with the rest of the deck. I opted to drop them in favor of
Woodfall Primus, which is a double removal spell by itself or a win condition that works with either Mikaeus or Melira in conjunction with Prossh.
Why is your ramp all over the place?
The goal is to play cards that are "best in class". I want to play large amounts of ramp, and make sure I hit the key breakpoints to cast Prossh by turn ~4 consistently.
This deck is much closer to what I want it to look like. It could use more synergistic threats, but I think those have yet to be printed.