That being said, Im always excited about not having a maximum hand size on Turn 2
The cards that go above and beyond in the deck are Rhythm of the Wild, Camaraderie, and Vivien, Monster's Advocate
Still, to get properly competitive, you need to spend time deck-building
In a way, the core mechanics of what this deck wants to do aren't that dissimilar to Tinker Time - get lots of little units and resources out on the board fueling a larger plan, and gain additional benefits from those little assets to create an overarching (and overwhelming) plan of attack
One of Commanders biggest draws is that you get to cast huge, splashy spells, and Kindred Summons is the perfect one for this deck
It should be: Sure, Ive got nine lives, but that doesnt mean I wanna waste one right nyow