Here's a quick primer about playing Kaseto, Orochi Archmage , death noodles. (Please Note I need to take the time to update this section)

This is a "Tribal Deck" which uses tribal synergies to support and obscure the true game plan. There is a strong flavor focus, so if that's not your thing, you probably won't like this as much.

This deck is relatively budget It has a few notable exclusions, but on the whole it is a great deck to put together for cheap. Cavern of Souls only recently went in and it was fine without it.

This game plan is voltron. Kasteo, with his capacity to self-pump and become unblockable is very capable of achieving the magic 21.

The key cards for the voltron plan are as follows:

Fireshrieker - Double damage is good, use this.

Illusionist's Bracers - This just gets silly. It makes your clock so fast it's gross.

Sword of the Animist - Balancing your mana is incredibly important in this deck. You want to aim at 1x for every . Being skewed towards one color really hurts this deck.

Nature's Will - Lets you commit more mana to your pumps, as the untap lets you be much more aggressive, whilst retaining the capacity to hold up mana in your opponents turns. It's also really dumb with Fireshrieker .

Conqueror's Flail - Once it sticks it really helps protect Kaseto from instant speed interaction. The pump is also handy and can help out if there is an imbalance in the mana that can be produced.

Inquisitor's Flail - Really helps speed up the clock, especially if it means you don't have to commit as much mana.

Hadana's Climb - So this is a little slow, but it still helps bu Kaseto each turn, and if it dose actually flip thing get very wild.

Tribal Synergies

Urza's Incubator - Makes everything cheaper, including kaseto. Pretty important, as my meta watches this deck very carefully, and is very willing to kill Kaseto, over and over again.

Orochi Hatchery + Shisato, Whispering Hunter - Pretty much a way to make someones life hell.

Seshiro the Anointed - Very powerful on his own, and can provide an alternate path to victory if your meta is chill.

Obelisk of Urd - It's a handy card and very budget friendly.

Removal/ Counterspells/ Bounces and Wraths

This is pretty much just a good stuff compilation to support the rest of our nonsense.

Removal

Beast Within - Kills lands, in particular those that pillowfort or produce stupid amounts of mana. Also kills everything else.

Pongify - Nice and cheap, worth giving the 3/3.

Rapid Hybridization - Turns something into a frog lizard which is swell.

Reality Shift - Yet more fuckery.

Krosan Grip - It's good.

Naturalize - See Krosan Grip .

Nature's Claim - See Naturalize .

Trygon Predator - Not a snake but if it sticks around it wrecks plenty of good stuff. We can guarantee it hits as well which is great.

Winged Coatl and Ambush Viper - Most noteable kill to date is a Kozilek, Butcher of Truth Counters

Cancel - Does it's job, will be upgraded to Voidslime or Disallow .

Counterspell - you know what it does.

Plasm Capture - Counter something big enough and you have a good chance to just kill one person out of nowhere.

Rewind - It's basically free.

Void Shatter - Fuck something of for good.

Mystic Snake - It's a snake. It's a counter. Of course it's in.

Bounces and Wraths

AEtherize - One of the better tricks against Agro, as we don't have to rebuild.

Cyclonic Rift - The mono-blue boogeyman.

Nevinyrral's Disk - Kills plenty of relevant stuff, ideally would be something that they cannot see coming.

Ramp

Mostly good-stuff aiming to balance our colors. Ramping hard in this deck is very worthwhile as it makes Kaseto so much more lethal.

Collective Voyage - Gonna test this, seems fun and like it can pay of big time. Lotus Cobra will be here soon so I'm excited for that interaction.

Cultivate / Kodama's Reach - Ramps at an effective rate. Playing these instead of Kasteo turn three is often the correct play in the long run.

Lotus Cobra - One of the best ways to really get wild in the early game. It's also a snake which is sweet.

Teferi, Temporal Archmage - Good multi-purpose card. Ticking down can help ensure you get the colors to pump Kaseto a heap.

Sakiko, Mother of Summer - This card is dumb. We play plenty of artifacts and Blue Sun's Zenith so this can get crazy.

Sol Ring - Even though it's not making colored mana for the pump ability, it is still an exceptional card.

Thought Vessel - Sometimes we draw a silly amount of cards.

Coiling Oracle - Guaranteed a card to hand as a minimum.

Sachi, Daughter of Seshiro - There a three Shamans total in the deck. It's also super thematic.

Sakura-Tribe Elder - Both a staple and a snake.

Notable Exclusions

Belbe's Portal - It's proven to mana inefficient in the past. The creature count is quite low, and a good portion of them are relatively cheap anyway.

Coat of Arms - Not safe for my meta. I don't gain enough from it, compared to what I risk giving to other players.

Door of Destinies - Passive pumps are very powerful with Kaseto, as they free up your mana for fun thing's. Also makes tokens way better. THIS HAS NOW BEEN CUT FOR UNDERPERFOMANCE.

Additions worth making (Most of these are a bit more expensive and less budget friendly).

Champion's Helm - It goes in once I get one.

Exploration - Gotta go fast - looking to get one of these to.

Prowling Serpopard - Absolutely going to test this.

There are none of the infect snakes, it's just not something I want to run.

A rough game plan

Mulligans - We want 3-4 lands with both of our colors. Cards like Kodama's Reach are also of high value.

Early game - We ramp. If the meta includes someone trying to be very broken fast we hold up counter magic or removal. Stoneforge Masterwork is never played now. It's to powerful to risk playing it on curve, and there is little worth in such a play, as you wont have the creatures..

Mid game - Kaseto comes down some time around here. Reading the table is a must, as we cannot afford to have him removed to much. Continuing to ramp is also still going on, and some larger draw effects should also be looked for. Finally be ready to play hard control. This is to make up for the fact that you have creatures that are not designed to block.

Late game - Start taking heads off. Go for people liable to disrupt your board, or anyone who you know to be dangerous. Also depending on the size of the table, taking the role of headhunter can be a good way to make friends (i.e. kill the player who's causing problems). Just don't make it clear you can one hit if avoidable, as it makes people nervous.

Final Thoughts - Play this deck if you want something unique, that looks to steal wins. There are plenty of ways to upgrade it, in particular the mana base, upgrades to ramp and better interaction.