The Betrayer — If damage would be dealt to Khârn the Betrayer, prevent that damage and an opponent of your choice gains control of it.
Khârn is a mono-red engine commander built around his bizarre control-swapping ability: any time he'd take damage you redirect him to an opponent and draw two cards, so you intentionally ping him, reclaim him, and repeat for card advantage in a colorless-draw-starved color. Around that engine you run a fast red aggro/burn shell, using forced-attack and goad effects to weaponize the creature even while opponents hold it. The deck plays a fair game of beatdown and reach while quietly out-carding the table.
Repeatable card draw in mono-red, a color that normally struggles to refill its hand
Engine pieces are cheap and synergize with red's abundant ping and burn effects
Khârn can never be killed by damage, so he's a sticky body that's hard to remove in combat
Can hand a forced-attacking berserker to opponents to disrupt their boards and political balance
Losing control of Khârn means losing your commander unless you can reclaim him
Mono-red has weak interaction, no counters, and limited recursion
The control-loss draw is easy to misuse against you—opponents can exploit the donate
Vulnerable to exile and -X/-X removal that bypass his damage prevention
Goldfish-y; if the engine is disrupted the deck reverts to mediocre red aggro
Board wipe that conveniently also triggers Khârn's donate-and-draw while clearing blockers.
Tighten the manabase with fast lands and rituals, then add the strongest mono-red staples—Dockside Extortionist, Underworld Breach lines, and efficient ramp like Jeska's Will—to convert your card draw into explosive turns. Lock in reliable reclaim (Homeward Path, Brand, Crawlspace-style protection) so you never permanently lose Khârn, and round out with Aurelia and Combat Celebration-style extra-combat enablers for faster kills. Finally, prioritize the cheapest repeatable pingers to make the draw engine as low-cost and consistent as possible.