The goal here is just to extra deck rip as much as possible. You have 3 engines that can ED rip. Obviously Kash does this very easily, and the others don't. In theory, the ideal scenario for this deck lets you resolve Unicorn, Xeno, and Charm (which is twice per turn). You can rip 4 before they get a turn. Then a 5th immediately once their main phase starts.
You need to high roll pretty hard on ghouls or hands to make a xeno or a charm happen.
You can get charm easily, but making it do something useful for you is harder. You might want to play more generic links to get rid of crap you don't want.
Silhouhatte can theoretically bridge to Jauzah if you steal something with charm.
Flipping Mimighouls up on turn 1 allows you to use Thrust/Talent AND triggers Unicorn/Fenrir. If you manage to make a ripple bird and flip something up then you can thrust into Feather Storm. It's crazy strong. Zeus/Fucho/Big Eye are not monsters I summon often. Feel free to swap them for whatever.
Also, 3/6 main deck hecahand monsters are level 7. You can normal summon them with Birth. Any of them + a kashtira monster makes Shangri ira. Getting 3 level 7s for Arise-heart is pretty common!
Jauzah + any opponent's monster makes TZV
I've been messing around with the ratios a bunch. Hecahands are tough because the ones that act like handtraps don't do anything aside from summoning themselves. The only one that does do something is Godos, but you don't want to play too many copies of him because he can't combo (His steal effect is opponent's turn only)