Meren deck that he picked up. While this pic is of me playing the UR Mizzix of the Izmagnus---
Brief aside: the Meren deck is full of a lot of synergies and very, very powerful. The Mizzix deck is explosive if you can get to the mid-to-late game and the Daxos deck can become relentlessly insurmountable if allowed to thrive. I took apart the UG one and nobody cares about the RW one so I can't speak to them but nice job WotC on at least 3 of those decks! Now let's get back.---
The pic is of me playing the Mizzix deck, I spent most of my time working on Kaseto going against the unchanged Meren deck. Here are a few things I learned:
1) Overrun effects win. There were no less than three games where one of us cast Overrun or one of it's children and flat out won the game.
2) U/G decks need creature removal. A 3/4 legend shouldn't pose a huge problem, yet without a way to kill it or force Jason to block with it, I didn't have any other options than: Try to find a way to win before recurring Shriekmaw does me in. Spoiler alert: That didn't happen.
3) I would like to find ways to make dealing damage to the opponent matter: being able to make unblockable creatures is good but in Commander, something that gives me a bonus when a creature does damage to a player would be nice. I don't know that it's possible to work in a subtheme like this, given the weakness of this tribe but as the deck evolves, it's something I'll try to keep an eye out for.
4) Orochi Hatchery is terrible. There's an old rule that says that if you pay 5+ mana for anything, it better impact the board. The Hatchery just doesn't. This is one of the easiest cuts to make.
Let's see what happens when I add in a Capsize ('Snakes, run!') and a Dominate (snake charming?) for the lousy Hatchery and the incredibly underperforming Matsu-Tribe Birdstalker.