I think it's because that the creature may potentially have high enough power to make it economically sound. Drawing 2 cards would already makes it better than Inspiration, and likely far more, at instant speed.
Alright, I got that fixed. My mistake. Was in a hurry to get it posted and thought I was in multiplayer EDH.
Cyberium_neo is right. The purpose of Hunter's Insight is usually for Goku. We want to Generate... about 7 mana, with 3 G and 2 U and the rest whatever color. Then Kaseto is a 6/6 unblockable, who will draw you 6 cards. Even 5 mana for 4 cards would be awesome. Its just generally pretty good value. Just be careful about getting him removed before damage occurs, punching people in the face for X dmg is good and all, but here, we are greedy monsters. You want X dmg AND X cards.
Cyberium_neo is right. The purpose of Hunter's Insight is usually for Goku. We want to Generate... about 7 mana, with 3 G and 2 U and the rest whatever color. Then Kaseto is a 6/6 unblockable, who will draw you 6 cards. Even 5 mana for 4 cards would be awesome. Its just generally pretty good value. Just be careful about getting him removed before damage occurs, punching people in the face for X dmg is good and all, but here, we are greedy monsters. You want X dmg AND X cards.
I think it'd also be very nice to draw cards after you grab a big creature with Gilded Drake then draw from it.
However, I must point that most of your creatures are small until you pump them, and no doubt Kaseto would be the prime target for removal, hence limit your creature size. What is your experience like thus far in getting creatures big and happen to have Hunter's Insight in your hand? Because the card is only as useful as the creatures that can attack AND damage. If your opponent let a small creature through, you don't draw much out of it, might as well add equipment to have some permanent pump and penetration (like Sword of Fire and Ice).
My group meta is pretty explosive, so keeping Kaseto on the field shouldn't be super hard, plus we are play big mana. I should likely be able to play my commander, pretty much all the time. Especially since he isn't terrifying compared to other commanders. For example, Riku, Hazezon, and a lot of other commanders. Are a lot scarier then Kaseto and people will hold answers for those more likely. You also just need to play around circumstance. You should watch everyone's mana and play cards when they can't respond.
If I add swords, it forces player to decide whether they want to kill him immediately or not. I'd rather play a political game, where I make my two least priority opponents my friends, by making their stuff unblockable. I only put Lightning greaves in because they give haste. Which would be nice for late game.
"Hey you have a creature where you really want it to get through... Want unblockable on that?"
Ideally, someone will have like a Master of Cruelties. I tell them, if they poke at someone else but me. I'll make him unblockable. Between MoC and Kaseto, I'm fairly certain people will try to remove MoC over Kaseto, almost everytime, because I will offer the same offer everytime I have mana. So Voltron commanders, will be my friends/*****es cause I can give them unblockable. So if I can politic down, to one player. I can let Kaseto channel the Spirit bomb and one shot someone. Plus, I run pretty much control so if something would cause someone to be out of my reach, I just say no and move on.
I thought this required its own post. So Prophet of Kruphix was banned. Mixed feelings. It was really only in this deck for the big mana aspect, this deck likely wouldn't abuse the creature aspect of it and most creatures that needed to be cast immediately already have flash on them. I might put in Rite of Replication in eventually, but for now wanted to see how the deck played without it.
Cards under consideration
Sensei's Diving Top (Put in for now)
Elfhame Sanctuary
Rite of Replication
Some form of commander protection
Its been brought to my attention that Crystal Shard, Eternal Witness, and Time Warp/Temporal Manipulation create an infinite turn combo. None of these cards are going to be removed from the deck, because all of them offer a lot. Just don't hyper cheese, unless you want to lose friends.
Thanks for the feedback Hunding! Also, while this deck is somewhat slow, it ramps pretty quickly. So usually mana symbols aren't an issue from play testing. The only reason Tropical Island isn't in here is I don't own one and I felt that the deck didn't COMPLETELY need it. I will likely add it in when I get the spare dosh. Flooded Grove is an interesting addition that I am going to have to seriously consider.
The rest of the Mana is to slow, and would replace basic lands, which is what most of our ramp hits. I'll keep an eye out on if I have issues, but so far color symbols have been pretty consistent. Also, if I see any lands that enter tapped, it can clunk turns that would be fine with just a basic. Overall, I think its worth keeping the lands untapped and ramping harder.
P.S.
I will be thinking about Simic Growth Chamber, since it taps for a single pump on the commander, which can't be ignored. Just skeptical on having to bounce a land.
Nissa's Pilgrimage -> Blatant Thievery: Needed more diverse win conditions, decided other people's win con's would be more helpful.
Pact of Negation -> Crop Rotation: Shifting control type to grabbing utility lands
Champion's Helm -> Sword of the Animist: More land. Crop Rotation change should cover the defensive hole (Yavimaya Hollow or Homeward Path)
Azusa, Lost but Seeking -> Mystic Snake: I keep getting into a position where I want to Chord of Calling into Mystic Snake instead of ramping with Azusa while not having enough draw. Azusa draws so much hate as well.
Reliquary Tower -> Yavimaya Hollow: Commander protection and the deck needs more draw to use this.
Riptide is pretty useful. Not necessarily for Kaseto but Snapcaster Mage, Glenn Elendra Archmage, and Sigil Tracer.
Kaseto is pretty cheap so it is nice to be able to bounce him and play him for three if someone tries to use a removal on him, but its not a huge deal as we are playing big mana.
Being able to bounce Snapcaster and replay ramp or extra turns is pretty useful. Being able to bounce Glenn Elendra and having 1 counterspell a turn is pretty useful. Protecting Sigil Tracer is pretty useful.
I am fairly certain this deck could get played with 18 Forests, 18 Islands, Strip Mine, and Dust Bowl and work just fine. Strip Mine and Dust Bowl are the only 'pivotal' lands and Opal Palace is an intermediate tech land for -X/-X static effects.
Important Note:
I am Retiring this deck list. Its a fairly strong deck that works one of two ways. You get murdered in the early game by early aggression, or you run away with the late game with extra turns, big mana, and a commander that'll one shot people. This has made my play group unhappy, since they don't like pushing people out immediately but can't outpace my late game. I hope this list will be useful to anyone that wants to run Kaseto as a commander.
1x Kaseto, Orochi Archmage
Creature (22)
1x Coiling Oracle
1x Fog Bank
1x Gilded Drake
1x Sakura-Tribe Elder
1x Scavenging Ooze
1x Snapcaster Mage
1x Tajuru Preserver
1x Eternal Witness
1x Ohran Viper
1x Omnath, Locus of Mana
1x Thada Adel, Acquisitor
1x Trygon Predator
1x Sigil Tracer
1x Glen Elendra Archmage
1x Mystic Snake
1x Oracle of Mul Daya
1x Solemn Simulacrum
1x Acidic Slime
1x Kruphix, God of Horizons
1x Seedborn Muse
1x Consecrated Sphinx
1x Vorinclex, Voice of Hunger
Artifact (7)
1x Relic of Progenitus
1x Sensei's Divining Top
1x Sol Ring
1x Illusionist's Bracers
1x Swiftfoot Boots
1x Sword of the Animist
1x Crystal Shard
1x Exploration
1x Sylvan Library
1x Propaganda
1x Rhystic Study
1x Snake Umbra
1x Nature's Will
1x Asceticism
1x Mana Reflection
Instant (15)
1x Crop Rotation
1x Mystical Tutor
1x Arcane Denial
1x Counterspell
1x Cyclonic Rift
1x Muddle the Mixture
1x Negate
1x Capsize
1x Chord of Calling
1x Hunter's Insight
1x Krosan Grip
1x Stroke Of Genius
1x Fact or Fiction
1x Ætherspouts
1x Mystic Confluence
Sorcery (10)
1x Green Sun's Zenith
1x Explore
1x Cultivate
1x Kodama's Reach
1x Explosive Vegetation
1x Skyshroud Claim
1x Temporal Manipulation
1x Time Warp
1x Blatant Thievery
1x Boundless Realms
1x Tezzeret the Seeker
Land (36)
1x Alchemist's Refuge
1x Breeding Pool
1x Command Tower
1x Dust Bowl
1x Flooded Grove
1x Hinterland Harbor
1x Homeward Path
1x Myriad Landscape
1x Opal Palace
1x Strip Mine
1x Yavimaya Hollow
12x Forest
13x Island
Deck is primarily about Draw, Ramp, and Answers. There is some Utility and Protection throughout. Infinite combos are being avoided.
Ideally you'd throw an island and have a Tropical Island, but I don't have the money for that.
Current EDH
Akroma W | Tymna and Bruse RBW
Modern: Kiki ChordWBRG
TokensWB
EDH: Kuon, Ogre AscendantBBB
#FreeContractfromBelow
I think it's because that the creature may potentially have high enough power to make it economically sound. Drawing 2 cards would already makes it better than Inspiration, and likely far more, at instant speed.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Cyberium_neo is right. The purpose of Hunter's Insight is usually for Goku. We want to Generate... about 7 mana, with 3 G and 2 U and the rest whatever color. Then Kaseto is a 6/6 unblockable, who will draw you 6 cards. Even 5 mana for 4 cards would be awesome. Its just generally pretty good value. Just be careful about getting him removed before damage occurs, punching people in the face for X dmg is good and all, but here, we are greedy monsters. You want X dmg AND X cards.
Current EDH
Akroma W | Tymna and Bruse RBW
I think it'd also be very nice to draw cards after you grab a big creature with Gilded Drake then draw from it.
However, I must point that most of your creatures are small until you pump them, and no doubt Kaseto would be the prime target for removal, hence limit your creature size. What is your experience like thus far in getting creatures big and happen to have Hunter's Insight in your hand? Because the card is only as useful as the creatures that can attack AND damage. If your opponent let a small creature through, you don't draw much out of it, might as well add equipment to have some permanent pump and penetration (like Sword of Fire and Ice).
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
If I add swords, it forces player to decide whether they want to kill him immediately or not. I'd rather play a political game, where I make my two least priority opponents my friends, by making their stuff unblockable. I only put Lightning greaves in because they give haste. Which would be nice for late game.
Current EDH
Akroma W | Tymna and Bruse RBW
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Ideally, someone will have like a Master of Cruelties. I tell them, if they poke at someone else but me. I'll make him unblockable. Between MoC and Kaseto, I'm fairly certain people will try to remove MoC over Kaseto, almost everytime, because I will offer the same offer everytime I have mana. So Voltron commanders, will be my friends/*****es cause I can give them unblockable. So if I can politic down, to one player. I can let Kaseto channel the Spirit bomb and one shot someone. Plus, I run pretty much control so if something would cause someone to be out of my reach, I just say no and move on.
Current EDH
Akroma W | Tymna and Bruse RBW
Cards under consideration
Sensei's Diving Top (Put in for now)
Elfhame Sanctuary
Rite of Replication
Some form of commander protection
Current EDH
Akroma W | Tymna and Bruse RBW
Current EDH
Akroma W | Tymna and Bruse RBW
The rest of the Mana is to slow, and would replace basic lands, which is what most of our ramp hits. I'll keep an eye out on if I have issues, but so far color symbols have been pretty consistent. Also, if I see any lands that enter tapped, it can clunk turns that would be fine with just a basic. Overall, I think its worth keeping the lands untapped and ramping harder.
P.S.
I will be thinking about Simic Growth Chamber, since it taps for a single pump on the commander, which can't be ignored. Just skeptical on having to bounce a land.
Current EDH
Akroma W | Tymna and Bruse RBW
Pact of Negation -> Crop Rotation: Shifting control type to grabbing utility lands
Champion's Helm -> Sword of the Animist: More land. Crop Rotation change should cover the defensive hole (Yavimaya Hollow or Homeward Path)
Azusa, Lost but Seeking -> Mystic Snake: I keep getting into a position where I want to Chord of Calling into Mystic Snake instead of ramping with Azusa while not having enough draw. Azusa draws so much hate as well.
Reliquary Tower -> Yavimaya Hollow: Commander protection and the deck needs more draw to use this.
Current EDH
Akroma W | Tymna and Bruse RBW
Kaseto is pretty cheap so it is nice to be able to bounce him and play him for three if someone tries to use a removal on him, but its not a huge deal as we are playing big mana.
Being able to bounce Snapcaster and replay ramp or extra turns is pretty useful. Being able to bounce Glenn Elendra and having 1 counterspell a turn is pretty useful. Protecting Sigil Tracer is pretty useful.
I am fairly certain this deck could get played with 18 Forests, 18 Islands, Strip Mine, and Dust Bowl and work just fine. Strip Mine and Dust Bowl are the only 'pivotal' lands and Opal Palace is an intermediate tech land for -X/-X static effects.
Important Note:
I am Retiring this deck list. Its a fairly strong deck that works one of two ways. You get murdered in the early game by early aggression, or you run away with the late game with extra turns, big mana, and a commander that'll one shot people. This has made my play group unhappy, since they don't like pushing people out immediately but can't outpace my late game. I hope this list will be useful to anyone that wants to run Kaseto as a commander.
Current EDH
Akroma W | Tymna and Bruse RBW