This is my Melek, Izzet Paragon spellslinger deck. It is the ultimate Johnny deck, it pretty much personifies the Izzet Guild - casting like 30+ spells in one turn and somehow ending up winning! O_o
It's a pretty exciting deck to pilot, although sometimes it may take a few minutes to "go off". The main win condition is Storm (Ignite Memories, Mind's Desire), multiple wheels into Molten Psyche, a huge Comet Storm, or something as simple as a Guttersnipe!
You can quite easily get up to a Storm Count of 30 on the turn you go off - I've personally had over 100 copies of Ignite Memories on the stack during one turn lol (It involved Mystic Retrieval & Past in Flames )
The deck doesn't need Melek to win/combo off, but he acts like gasoline to the fire.
Notes: Opened a Command at draft so I think I'll replace Dream Fracture with it. Although I put Pact of Negation in Edric it might actually be better in here, since I don't have to worry about the "next turn" when going for the win. Will see.
Notes: Plagiarize is pretty awesome and have had fun with it, casting it after a wheel and what not but I've found it to clash with Molten Psyche and Ignite Memories from time to time so I think I'll replace it with Resonator; which is pretty much in here for DOUBLE STORM, it might be win more, and it's a non-instant, non-sorcery spell, but...it DOUBLES STORM. I'll test it out and see how it does lol, can always take it out if it's not worth it.
Notes: Theros Update! I've recently been very disappointed with Recall, haven't ever really been too happy to see it, when I am, it's usually win-more. I have access to Call to Mind, Mystic Retrieval and Past in Flames anyway; which leads to the newest addition to the deck: Steam Augury, which should be just as good as Fact or Fiction in this deck!
Notes: Journey into Nyx Update! Nothing too exciting - just a couple of changes to the landbase. I don't think Laboratory is needed, the only uses being to protect Melek from time to time & to reuse Trinket Mage, I can just put it in another deck or something. I'll put them Temple in here, being able to put something unnecessary on the bottom and the bounce land should be pretty awesome with all the "untap land" stuff I run. Other considerations from the set included Interpret the Signs (the curve is probably too low for it, but still worth considering), Sigiled Starfish, Keranos, God of Storms, Mana Confluence (if I end up getting a spare one, I'll throw it in here) & Pull from the Deep. Other non-JOU considerations were Snapcaster Mage, Crystal Ball, Chandra, the Firebrand, Halimar Depths & Telling Time (would like to find a spot for it, but can't seem to find a sub-par card that it can replace...)
Notes: Conspiracy Update! I think Treasonous Ogre is going to be pretty good in this deck, since most of the turn you're "going off" is either spent drawing cards or making a bunch of mana. Even something as simple as fueling an Epic Experiment could win the game. Will test him out and see how he performs. The Command has been on the chopping board for some time now, although I was considering replacing it with a Pact of Negation, I'm more interested in trying out the Ogre. Also going to try out Intuition in the place of Merchant Scroll since I recently got my hands on one. Other considerations included Misdirection (don't think is needed) and Dack Fayden (might find his way in at some point, not sure).
Notes: Khans of Tarkir Update. Replaced a few basic lands with fetches, not only are they good for fixing, but they also shuffle the library which is useful when Melek is in play. Was going to remove Evolving Wilds and Terramorphic Expanse for these, but I think they are still worth the spots. I'll see how it goes, if they feel redundant now, I'll cut them. Darksteel Ingot wasn't great in the deck, producing just 1 mana for the inital cost of 3, and it doesn't fix all your mana like Chromatic Lantern, so decided to cut it. In this now free spot I'm really interested in trying out Meditate. 3 mana to draw 4 cards seems insane, even if it does come with a huge draw back. The turn you are casting this is the turn you're going to win, so you don't have to worry about the next. I'll see how it performs though, I could be wrong.
Dig Through Time: I think this is a pretty sweet card, being able to dig through 7 cards for any two, could probably consistently cast this for 2UU, might need to test it out sometime in the future. Taigam's Scheming: Not too great in here, but can occasionally manipulate the top of the library for Melek or an Epic Experiment. Treasure Cruise: A sorcery speed Ancestral Recall? Not sure if it is. Really bad when hard cast, but this deck might be able to delve enough for this card to work. Might need to try it out at some point. Pact of Negation: Even though its bad seeing this on top of the deck with Melek in play, it may just be necessary on the combo turn. Ancestral Knowledge: Kinda what Taigam's Scheming does, but bigger, it doesn't let you put cards in your yard though. Seems good when you're setting up a Epic Experiment... Memory Jar: Another wheel effect, might be worth a spot. Ideas Unbound: I was going to initially put this card in with this update, but I think Meditate should do a better job in the same spot.
Notes: C14 Update!
Just a small change, although Gilded Lotus produces 3 mana of any colour, costing 5 can be annoying at times. Commander's Sphere being able to draw a card without being tapped is pretty sweet, and should be a good addition in here. There weren't really any other considerations from the set, aside from old cards like Faithless Looting/Temple of the False God.
Notes: Pointed out by Burntgerbil that it can be used to untap all mana rocks, while drawing you more cards. I skipped considering it from C14 because I didn't untap lands, but will try it out now. Removed Strionic Resonator which can be good when doubling storm, but can also be win-more. Will see how this change turns out.
+1 Cerebral Vortex: Draws me cards or can easily be used to kill a player (or two).
+1 Memory Jar: Seems pretty good. Adds to the wheel win con, plus can provide extra reach on the turn I'm going off.
+1 Pact of Negation: With Pact I don't have to worry too much about the next turn when "going off" and obviously letting me cast it when I'm tapped out helps.
+1 Personal Tutor: I think it would be a good addition to the deck, being able to search up Epic Experiment, Molten Psyche, Time Spiral, Past in Flames, Mana Geyser, Ignite Memories and Mind's Desire.
+1 Possibility Storm: It might potentially be awesome in here, with all the top deck manipulation and what not. It does double your storm count, but might be too random at times? Need to test it out.
+1 Snapcaster Mage: Don't need to explain why this card is good...
+1 Sphinx-Bone Wand: Pretty awesome card, but it costs 7...
Other Considerations
Archaeomancer: I have this effect in the form of instants and sorceries, this gets blocked by Torpor Orb. Blue Sun's Zenith: Probably not the type of draw effect this deck needs. Bribery: Great spell for a Melek deck not trying to win using storm, but playing big spells instead. Burnished Hart: Great ramp for an Izzet deck. Capsize: Excellent bounce/disruption if you need it. Chandra, Pyromaster: Would only use it for the 0 ability, to either cast another card, or clear the top of the library. Charmbreaker devils: Good recursion, better in a deck playing lots of value instants and sorceries, but probably not great in a Storm deck. Counterbalance: Might actually be able to make this work, but it probably isn't going to be too effective. Counterflux: A spell that wrecks this deck, great counterspell though. Crawlspace: More pillowfort if I need it. Crystal Ball: More library manipulation if I ever need it. Dack Fayden: Good digging, clears top of library. The -6 probably won't be too relevant though, unless it's something silly like with Comet Storm. Diviner's Wand: Can be used in decks that want to win with commander damage from Melek. Elite Arcanist: Too slow and fragile for it to work. Evacuation: Great card if you need it. Eyes of the Watcher: Really interesting library manipulation. Fabricate: Good tutor for a range of things. Faithless Looting: Cheap card filtering, with flashback. Foresee: I don't think its great, but it probably should be considered. Fork: Can be good at times. Galvanoth: Great in other Melek decks, not in Storm ones. Impulse: Excellent card, I wouldn't be surprised if it made the list some day. Invoke the Firemind: Would rather run Blue Sun's Zenith over this. Isochron Scepter: Has a lot of targets. Izzet Charm: Good card, could make the list. Jace's Ingenuity: More instant speed card draw. Last Word: Uncounterable counterspells are good. Leering Emblem: Can be used to kill someone with commander damage Library of Leng: Might be okay with all the wheels Lightning Greaves: A way to protect Melek Magus of the Future: A second Future Sight, seems good. Mana Matrix: 6 CMC is probably too high for this. Merfolk Looter: It is what it is. Mirari: Not too great in Storm. Nivix Guildmage: An okay way to loot, and it does interesting stuff. Pongify: Cheap, efficient removal. Preordain: Great library manipulation and draw, could go in. Prescient Chimera: 5 CMC is too high for the effect. Prophetic Bolt: I'm not even running Impulse... Reality Shift: Great removal for blue. Recoup: A mini Past in Flames. Reiterate: Can be good at times. Relearn: I think I have enough of these effects. Relic of Progenitus: GY hate is good. Reminisce: More GY hate. Repulse: Removal. Reshape: Another artifact tutor. Reverberate: Another Fork effect. Rhystic Study: Blue staple, but probably not in this deck. River Kelpie: Great with flashback, not sure how often it would be relevant. Runechanter's Pike: If I wanna kill someone with Melek... Runic Repetition: Too niche. Secrets of the Dead: Not sure how often it would trigger. Obviously great with Past in Flames. Spellheart Chimera: Good in a spellslinger deck that wants to use the combat step. Spelltwine: Not great in Storm. Spellweaver Volute: Can provide some value. Spin into Myth: More blue removal! Strategic Planning: Not bad card draw/library manipulation. Surveyor's Scope: Ramp for Izzet seems good, just not sure how reliable it'll be Talrand, Sky Summoner: A reason to add extra turn effects, great in a different type of Melek deck. Teferi, Mage of Zhalfir: Lets you cast Melek EOT and guarantees no one will mes with you on your combo turn. Telling Time: Can be good card draw/library manipulation. Temporal Fissure: Another Storm win condition if you need it. Problem is, doesn't really win you the game. Thran Dynamo: Another good mana rock if you need it. Time Stretch: Great in a different type of Melek deck Time Warp: Great in non-Storm Melek decks. Transmute Artifact: Another artifact tutor. Turn // Burn: Good removal Volcanic Awakening: Another Storm "win condition" Young Pyromancer: Like Talrand, Sky Summoner, probably not great in the pure storm combo version of the deck, but great in other Melek decks that want to create value over time.
Shoutout to bobthefunny's Tibor & Lumia thread, where I first developed this deck!
Thanks for having a look, I'd appreciate any and all feedback and will consider all suggestions. Make sure to check out my other decks in my sig!
for tezz do you mean the duel decks foil? or perhaps jace is your ftv foil?
consider personal tutor. how do you like long term plans, I've been considering running it in my list
for tezz do you mean the duel decks foil? or perhaps jace is your ftv foil?
consider personal tutor. how do you like long term plans, I've been considering running it in my list
Ah yes, I did mean the Duel Decks foil I'll fix that...
I will consider Personal Tutor, being able to tutor for only a sorcery might be annoying at times, but yeah. I'll proxy and test it out at some point, then try trade for one.
Long Term Plans has been great, since it tutors for any card at all, and with all the library manipulation in the deck, it can easily be moved to the top, I'd highly recommend it ^^
You can personal tutor epic experiment to the top and then cast it with melek. thats what my plan is, I might also consider searching extra turn cards up but you're not running those. I also just got a gamble for the deck, not sure how much I'll like the discard though, I plan to use it to find past in flames though so I don't really lose out ever.
You can personal tutor epic experiment to the top and then cast it with melek. thats what my plan is, I might also consider searching extra turn cards up but you're not running those. I also just got a gamble for the deck, not sure how much I'll like the discard though, I plan to use it to find past in flames though so I don't really lose out ever.
Yeah, I have considered equipment like that and Runechanter's Pike before but want to completely avoid the combat step with this deck really, even the Rite of Replication I find myself using on my own Guttersnipe more often than not LOL
Notes: Theros Update! I've recently been very disappointed with Recall, haven't ever really been too happy to see it, when I am, it's usually win-more. I have access to Call to Mind, Mystic Retrieval and Past in Flames anyway; which leads to the newest addition to the deck: Steam Augury, which should be just as good as Fact or Fiction in this deck!
Spellheart Chimera: Pretty awesome card that could lead to kills, however, I'm trying to completely avoid the combat step with this deck.
Prescient Chimera: Argh, why does it cost 5 mana? Seems good in Melek, scrying after every single spell I cast. Might need to test this out at some point...
Feel free to offer any suggestions or make comments!
Crawlspace has been added to the Maybeboard, not sure what I would want to cut for it though. Other considerations included Surveyor’s Scope (Izzet ramp seems good, just not sure how reliable it would be) and Strategic Planning. No changes to the list as of now though!
Before I can really begin to critique anything, I first have to ask how effective/fun this deck has been for you. I recently acquired Melek in a whole sale kind of deal and was thinking about running him. Your decks weakness seems to be the lack of defenses(at least to what I see) it possesses in a format which mostly contains multiplayer games where everyone is carrying an average of say maybe 18 creatures to your 6 creatures. Are you able to just kill opponents before you are overrun? Or is there something I am missing. (If I have made this sound disrespectful in any it was not my intent and I apologize)
and Hurkyl's recall to handle artifacts (& Artifact critters)
Swinging into me and getting your commander Submerged (especially right before a shuffle effect) makes me seem like an undesirable target. Enough instant speed answers and people will stop attacking you if it seems like you always have instant-speed retribution awaiting.
Before I can really begin to critique anything, I first have to ask how effective/fun this deck has been for you. I recently acquired Melek in a whole sale kind of deal and was thinking about running him. Your decks weakness seems to be the lack of defenses(at least to what I see) it possesses in a format which mostly contains multiplayer games where everyone is carrying an average of say maybe 18 creatures to your 6 creatures. Are you able to just kill opponents before you are overrun? Or is there something I am missing. (If I have made this sound disrespectful in any it was not my intent and I apologize)
This deck is really really fun to play, but it needs a lot of practice. It is like the only, or among the very few EDH decks that you have to goldfish and keep practicing, as the more you know how the play it, the faster you can go off, it sometimes can take a minimum of 10 minutes on the turn you are going off, and some playgroups might not want to wait that long, other playgroups might be interested and amused at how you do go off though, so yeah.
My deck is made for Multiplayer, like all my decks, and I rarely, if ever, play with them 1v1. The way you play it is always going to depend on the kind of decks you are facing, and that's the way you will build your deck too. Right now, the cards I run to protect myself, and survive, until the turn I can storm out, are: Rapid Hybridization, Snap, Chaos Warp, Cyclonic Rift, Cryptic Command, Meekstone, Torpor Orb & Propaganda (can also include Turnabout in this list, but that isn't it's main purpose) and this has been enough for me so far. But it completely depends on your meta, if you constantly seem to be in games where you are playing against Edric, Spymaster of Trest, Krenko, Mob Boss and what not, then you may need to add more cards like Crawlspace, Evacuation etc.
This deck doesn't need Melek to win, but usually, if you cast Melek on turn 4, or turn 5 (and you will be able to because of the acceleration available to you), you can win the turn you untap with him. This is easier when you have Vedalken Orrery or Leyline of Anticipation, but yeah.
The way the deck works is, Turns 1-4 you want to play as many mana rocks and cost reducers such as Helm of Awakening as possible, cast your commander, and then play a spell such as Mystical Tutor, which will often win you the game, or Time Spiral which will put you on the path to win the game. The deck is very chaotic like the Izzet guild itself though, you may find yourself casting 30 spells and then just not drawing into your win condition, but that is pretty unlikely. I usually try and go off and win the game earliest by turn 5, but on average by turn 6-7, depending on your hand, the amount of draw and top deck manipulation available to you in any game, it could take longer, but it's usually a lot faster than a Mayael the Anima player can kill you.
You can try this list out on MTGDeckbuilder or whatever and give it a go, keeping in mind that practice is required to know what exactly to do in what order, what to tutor up first, etc. If you have any other questions, feel free to ask ^^
P.S. Even if you have to take a bunch of damage from attacks, it doesn't really matter, you have 40 life, use it as a resource, in the turn you "go off" you're better off using your life dice to keep count of your storm =P
How does the deck fare if somebody at the table is playing control? Can it recover from Mindbreak Trap or Counterflux?
It looks like a really fun deck!
When a person or two is playing Control at the table, like with any other deck you want to time things right, see who has how much blue open etc, and generally want some Counterspell back-up yourself. I sometimes even bait their counters with Melek himself, cause I don't need him to win, he just makes things easier.
I've never seen anyone play Mindbreak Trap in my meta, but have been Counterflux'd before; the best thing to do is, like with any other deck, try not to over-extend. I generally leave at least Past in Flames in my hand (or graveyard) and have found it to be the best back-up plan as you can storm-out all over again next turn, if not the same turn!
If these spells are way too rampant in your meta, you could also consider adding Teferi, Mage of Zhalfir to the deck. Hope that helps =P
Unfortunately, the only card from BNG that I can even slightly consider for Melek is Stormcaller of Keranos...So no changes as of now. Hopefully Journey to Nyx will bring us some Izzet goodies though!
Yeah, he's cool, but he doesn't really advance or fit into the Storm game plan where all I want to do is play accelerators/cost reducers and "go off" as soon as I can
I do run Time Spiral - it's absolutely amazing, one of the best cards in the deck. It's often what I want to tutor up first when I'm about to go off, it really does pave the way to victory!
As for High Tide, I only run 13 Islands so I doubt it would be that effective (as opposed to something like Turnabout)
Notes: Journey into Nyx Update! Nothing too exciting - just a couple of changes to the landbase. I don't think Laboratory is needed, the only uses being to protect Melek from time to time & to reuse Trinket Mage, I can just put it in another deck or something. I'll put them Temple in here, being able to put something unnecessary on the bottom and the bounce land should be pretty awesome with all the "untap land" stuff I run.
Notes: Conspiracy Update! I think Treasonous Ogre is going to be pretty good in this deck, since most of the turn you're "going off" is either spent drawing cards or making a bunch of mana. Even something as simple as fueling an Epic Experiment could win the game. Will test him out and see how he performs. The Command has been on the chopping board for some time now, although I was considering replacing it with a Pact of Negation, I'm more interested in trying out the Ogre. Also going to try out Intuition in the place of Merchant Scroll since I recently got my hands on one. Other considerations included Misdirection (don't think is needed) and Dack Fayden (might find his way in at some point, not sure).
Treasonous Ogre was a snap-include for my otherwise-creatureless Melek build. Intuition is a great card in a pinch - Those are both really solid inclusions to an already great list.
Treasonous Ogre was a snap-include for my otherwise-creatureless Melek build. Intuition is a great card in a pinch - Those are both really solid inclusions to an already great list.
Cheers!
Thank you!
Guttersnipe surprisingly does a lot of work btw, I would definitely recommend trying him out.
Could you elaborate more on how you usually win? You said in an earlier post you can win by turn 6?
I tried out a similar Melek list yesterday (with a few more creatures; decklist below, suggestions are welcome) against an oloro lifegain deck. The game took about 2 hours (had zur's weirding against me -_-) until I won with a kicked rite of replication on djinn illuminatus (which I will remove from the deck probably). As other wincons I have guttersnipe (+ kicked rite of replication), sphinx-bone wand, ignite memories, epic experiment and mind's desire. For the last 3 ones however, I need lots and lots of mana (epic exp) or a massive stormcount. So with my current decklist I'm still kinda in the dark on how to achieve that. I always wanted to pilot an Izzet deck blasting off ridiculous spells, but at some point you need to close the game as well :-).
How to win: Well, it's like storm in any format really. You want to play cost reducers such as Helm of Awakening, Sapphire Medallion, Goblin Electromancer etc. And filter/draw into (or even tutor for) spells that are either free or net you more mana than you spend casting them, such as: Frantic Search, Time Spiral, Snap etc, these cards produce more mana than you cast them for with the cost reducers, or if you have Melek in play and they are on top of your library and the spell is copied, it does the same. If you have both in play, then you get even more mana. Usually when trying to go off, Leyline of Anticipation/Vedalken Orrery gives you a better chance of flashing Melek into play EOT so that he survives, and I try tutor for Time Spiral first, with it on top, seeing 2 hands, and casting instants in between, eventually netting more mana than you started with, to cast the cards in your second set of hand or whatever should generally win you the game. The deck runs enough draw and tutor to ensure you draw into (or even Epic Experiment/Mind's Desire into an actual win condition that is either Ignite Memories or Molten Psyche or Comet Storm 90% of the time. There is ofcourse also Guttersnipe + bunch of spells, Guttersnipe + Rite of Replication as you mentioned too, but most of the time its going to be the first three. Past in Flames ofcourse makes it a LOT easier to win the game. Same with Mystical Tutor. Most of the time Mystical Tutor will let you win the game, with Melek in play and it on top, its pretty GG unless a couple of your opponents are playing mono-blue or whatever.
In your game, you had to play against a Zur's Weirding which indeed does make it a lot harder to win, if you don't have a counterspell or a bounce spell for it in your hand when its being cast. However you could probably have forced your opponent's hand by playing a wheel or two, again, you need those in your hand with Weirding. But also, something like Mystical Tutor or Long-Term Plans with Melek or Future Sight in play, so you can tutor to the top and cast those cards from the top of your library without Weirding getting in your way. But yet again, if your hand doesn't have any of these things in it, then it's just unfortunate.
Remember that I don't run cards such as Spellheart Chimera as I never plan to win using the combat phase. If you are, then you don't have all your slots dedicated to storming out (as I do), and it becomes harder to do so. If you're going the combat damage rout, then you should be running things like Young Pyromancer and Talrand, Sky Summoner too. Oh, and Runechanter's Pike. Anyway, the suggestions I'm going to make are going to assume you want to win via storm, otherwise include the cards I just mentioned instead =P
Looking at your list, here's what I would recommend:
-1 Spellheart Chimera: As explained above
-1 Phyrexian Metamorph: Okay to copy a rock or an accelerator, but not sure if the deck needs it. Obviously a great card though.
-1 Galvanoth: You can copy big spells with this, and that is a rout you can take with Melek. With the deck filled with a lot of game winning spells, such as Bribary etc, and you win casting these spells over time. However, my deck plans to win only with storm, or wheeling, in one turn or so, not over a large amount of turns, you know? You pretty much have to decide how you want to win, and stay dedicated to it, for the deck to be optimal that is. You don't have to do that if you don't want to of course
-1 Hypersonic Dragon: Leyline and Orray are better imo.
-1 Izzet Chronarch: I prefer spells such as Call to Mind over it - costs less, can be flashbacked and more.
-1 Mercurial Chemister: Too slow imo.
-1 Niv-Mizzet, Dracogenius
-1 Red Sun's Zenith: Comet Storm is so much better at closing out the game.
[Sidenote: Inner Fire is a cool card, never seen it before]
-1 Acquire & Bribery: As explained above.
-1 Time Warp: "
-1 Firemind's Foresight: It's only really good if your playing that combo. I.e. Lighting Bolt + Reset + Reiterate = I win.
-1 Knowledge Exploitation
-1 Insurrection
-1 Proteus Staff
[Sphinx-Bone Wand is cool, I like it, but I think it costs too much mana by the time you want to go off. Its great if its working out for you though.]
As for what cards to add, you can have a look at my list and see what you're not running, that you think would be good. I would recommend these at least:
+1 Treasonous Ogre: All the deck wants to do is make loads of mana.
+1 Frantic Search: !!! So good
+1 Turnabout: !!!
+1 Snap: !!!
+1 Comet Storm: Great win con.
+1 Wheel of Fortune: Wheeling is how you constantly draw more cards to go off.
+1 Windfall: "
+1 Molten Psyche: And with those wheels, come another win con.
+1 Time Spiral: !!!
+1 Past in Flames: !!!
Cost reducers such as Goblin Electromancer etc are also very important.
+1 Dream Halls: Just makes it so much easier to win too.
But yeah, like I said, it just depends on how you want to play the deck. If you want to cast a lot of fun and big game-winning spells over the period of the game, such as Bribery and what not, then that's cool, but the deck will win differently. Same goes with if you want to play to win via combat damage such as with Talrand, Sky Summoner and Runechanter's Pike, etc, this deck would run a lot of the Time Walk effects as in the storm deck they don't do too much, but in those decks it can be insane, especially with Melek in play. And then lastly, there's the dedicated storm deck I'm playing, and for it to win consistently you need the mana reducers, the wheels, the tutors, the "free" spells (which are great with Melek anyway) and so on.
Hopefully I explained things clearly...And that all this helps! Feel free to ask any other questions if you have any =p
Thanks for the tips, so I should either dedicate completely to storm or go for the big spells/tokens stuff.
It's gonna take some time to find all the storm cards... In the meantime I could try out the big spells/token variant. Do you have a good decklist for that type of deck (or somebody who posted a good decklist here on this forum)?
Yeah, pretty much.
You should have a look at bobthefunny's Tibor and Lumia thread here that contains a lot of insight to izzet spellslinging.
Nothing too interesting from M15 for Melek. Only considerations were Jace, the Living Guildpact and Act on Impulse, neither of which made the list. So yeah - no changes!
Description
It's a pretty exciting deck to pilot, although sometimes it may take a few minutes to "go off". The main win condition is Storm (Ignite Memories, Mind's Desire), multiple wheels into Molten Psyche, a huge Comet Storm, or something as simple as a Guttersnipe!
You can quite easily get up to a Storm Count of 30 on the turn you go off - I've personally had over 100 copies of Ignite Memories on the stack during one turn lol (It involved Mystic Retrieval & Past in Flames )
The deck doesn't need Melek to win/combo off, but he acts like gasoline to the fire.
Theme Song
Decklist
6 Melek, Izzet Paragon
Mana/Ramp/Storm Acceleration (18)
0 Terrain Generator
1 Sol Ring
1 Mana Vault
2 Izzet Signet
2 Walking Atlas
2 Helm of Awakening
2 Sapphire Medallion
2 Goblin Electromancer
3 Chromatic Lantern
3 Coalition Relic
3 Commander's Sphere (Also Card Draw)
3 Mana Flare
4 Turnabout
4 Treasonous Ogre
4 Jace's Sanctum
5 Mana Geyser
5 Stone Calendar
5 Arcane Melee
5 Dream Halls
Tutors (4)
1 Mystical Tutor
2 Merchant Scroll
3 Long-Term Plans
5 Tezzeret the Seeker (Also Ramp)
Card Draw (12)
0 Desolate Lighthouse
1 Quicken
3 Frantic Search
3 Meditate
3 Wheel of Fortune
3 Windfall
3 Molten Psyche (Also Win Condition)
4 Deep Analysis
4 Steam Augury
4 Fact or Fiction
5 Intellectual Offering (Also Mana Acceleration)
6 Time Spiral
0 Temple of Epiphany
1 Mystic Speculation
1 Ponder (Also Card Draw)
1 Brainstorm (Also Card Draw)
1 Sensei's Divining Top (Also Card Draw)
1 Soothsaying
2 Scroll Rack
2 Deranged Assistant (Also Ramp)
4 Jace, the Mind Sculptor (Also Disruption, Card Draw, & Win Condition)
Removal (4)
1 Rapid Hybridization
2 Snap
2 Cyclonic Rift
3 Chaos Warp
Counterspells (2)
2 Arcane Denial (Also Card Draw)
2 Muddle the Mixture (Also Tutor)
Other Disruption (3)
1 Meekstone
2 Torpor Orb
3 Propaganda
Recursion (4)
0 Academy Ruins
3 Call to Mind
4 Mystic Retrieval
4 Past in Flames
Misc (4)
2 Increasing Vengeance
4 Vedalken Orrery
4 Leyline of Anticipation
5 Future Sight
Win Conditions (6)
2 Epic Experiment
2 Comet Storm
3 Guttersnipe
4 Rite of Replication
5 Ignite Memories
6 Mind's Desire
0 Command Tower
0 Reflecting Pool
0 Forbidden Orchard
0 Steam Vents
0 Sulfur Falls
0 Cascade Bluffs
0 Shivan Reef
0 Izzet Boilerworks
0 Boseiju, Who Shelters All (Also Disruption)
0 Evolving Wilds (Also Library Manipulation)
0 Terramorphic Expanse (Also Library Manipulation)
0 Flooded Strand (Also Library Manipulation)
0 Polluted Delta (Also Library Manipulation)
0 Wooded Foothills (Also Library Manipulation)
0 Bloodstained Mire (Also Library Manipulation)
0 Seat of the Synod
0 Great Furnace
0 Reliquary Tower
Basic Lands (14)
0 Mountain (4)
0 Island (10)
1 Melek, Izzet Paragon (GAME'S DAY FOIL)
1 Walking Atlas
1 Deranged Assistant
1 Goblin Electromancer
1 Guttersnipe
1 Treasonous Ogre
Instants (18)
1 Mystical Tutor
1 Long-Term Plans
1 Brainstorm (ALTERED)
1 Frantic Search
1 Meditate
1 Steam Augury
1 Fact or Fiction (FTV FOIL)
1 Turnabout
1 Intellectual Offering
1 Rapid Hybridization
1 Snap
1 Chaos Warp
1 Cyclonic Rift
1 Arcane Denial
1 Muddle the Mixture
1 Increasing Vengeance
1 Quicken (FOIL)
1 Comet Storm (PR FOIL)
Sorceries (16)
1 Merchant Scroll
1 Ponder
1 Mystic Speculation
1 Deep Analysis
1 Wheel of Fortune
1 Windfall
1 Molten Psyche (FOIL)
1 Time Spiral
1 Call to Mind
1 Mystic Retrieval
1 Past in Flames
1 Mana Geyser (FOIL)
1 Epic Experiment (FOIL)
1 Rite of Replication
1 Ignite Memories (FOIL)
1 Mind's Desire
1 Sol Ring
1 Mana Vault
1 Izzet Signet
1 Chromatic Lantern
1 Coalition Relic
1 Commander's Sphere
1 Helm of Awakening
1 Sapphire Medallion
1 Stone Calendar
1 Sensei's Divining Top
1 Scroll Rack
1 Meekstone
1 Torpor Orb
1 Vedalken Orrery
Enchantments (8)
1 Soothsaying
1 Future Sight
1 Mana Flare
1 Jace's Sanctum
1 Arcane Melee
1 Dream Halls
1 Propaganda
1 Leyline of Anticipation
Planeswalkers (2)
1 Jace, the Mind Sculptor
1 Tezzeret the Seeker (DD FOIL)
Land (36)
1 Command Tower
1 Reflecting Pool
1 Forbidden Orchard (FTV FOIL)
1 Steam Vents
1 Sulfur Falls
1 Cascade Bluffs
1 Shivan Reef
1 Temple of Epiphany
1 Izzet Boilerworks
1 Academy Ruins
1 Boseiju, Who Shelters All (FTV FOIL)
1 Terrain Generator
1 Evolving Wilds (FNM FOIL)
1 Terramorphic Expanse
1 Flooded Strand
1 Polluted Delta
1 Wooded Foothills
1 Bloodstained Mire
1 Seat of the Synod
1 Great Furnace
1 Reliquary Tower
1 Desolate Lighthouse
4 Mountain (ZENDIKAR FULL ART)
10 Island (ZENDIKAR FULL ART)
Change Log
8/05/2013
-1 Island
+1 Desolate Lighthouse
Notes: Although the deck is heavily reliant on coloured mana the ability to clear the top of the library/filter is probably worth it
15/06/2013
-1 Dream Fracture
+1 Cryptic Command
Notes: Opened a Command at draft so I think I'll replace Dream Fracture with it. Although I put Pact of Negation in Edric it might actually be better in here, since I don't have to worry about the "next turn" when going for the win. Will see.
1/08/2013
-1 Plagiarize
+1 Strionic Resonator
Notes: Plagiarize is pretty awesome and have had fun with it, casting it after a wheel and what not but I've found it to clash with Molten Psyche and Ignite Memories from time to time so I think I'll replace it with Resonator; which is pretty much in here for DOUBLE STORM, it might be win more, and it's a non-instant, non-sorcery spell, but...it DOUBLES STORM. I'll test it out and see how it does lol, can always take it out if it's not worth it.
18/09/2013
-1 Recall
+1 Steam Augury
Notes: Theros Update! I've recently been very disappointed with Recall, haven't ever really been too happy to see it, when I am, it's usually win-more. I have access to Call to Mind, Mystic Retrieval and Past in Flames anyway; which leads to the newest addition to the deck: Steam Augury, which should be just as good as Fact or Fiction in this deck!
1/05/2014
-1 Mountain
-1 Riptide Laboratory
+1 Temple of Epiphany
+1 Izzet Boilerworks
Notes: Journey into Nyx Update! Nothing too exciting - just a couple of changes to the landbase. I don't think Laboratory is needed, the only uses being to protect Melek from time to time & to reuse Trinket Mage, I can just put it in another deck or something. I'll put them Temple in here, being able to put something unnecessary on the bottom and the bounce land should be pretty awesome with all the "untap land" stuff I run. Other considerations from the set included Interpret the Signs (the curve is probably too low for it, but still worth considering), Sigiled Starfish, Keranos, God of Storms, Mana Confluence (if I end up getting a spare one, I'll throw it in here) & Pull from the Deep. Other non-JOU considerations were Snapcaster Mage, Crystal Ball, Chandra, the Firebrand, Halimar Depths & Telling Time (would like to find a spot for it, but can't seem to find a sub-par card that it can replace...)
11/06/2014
-1 Cryptic Command
-1 Merchant Scroll
+1 Treasonous Ogre
+1 Intuition
Notes: Conspiracy Update! I think Treasonous Ogre is going to be pretty good in this deck, since most of the turn you're "going off" is either spent drawing cards or making a bunch of mana. Even something as simple as fueling an Epic Experiment could win the game. Will test him out and see how he performs. The Command has been on the chopping board for some time now, although I was considering replacing it with a Pact of Negation, I'm more interested in trying out the Ogre. Also going to try out Intuition in the place of Merchant Scroll since I recently got my hands on one. Other considerations included Misdirection (don't think is needed) and Dack Fayden (might find his way in at some point, not sure).
21/09/2014
-2 Island*
-2 Mountain*
-1 Darksteel Ingot
+1 Bloodstained Mire*
+1 Flooded Strand*
+1 Polluted Delta*
+1 Wooded Foothills*
+1 Meditate
Notes: Khans of Tarkir Update. Replaced a few basic lands with fetches, not only are they good for fixing, but they also shuffle the library which is useful when Melek is in play. Was going to remove Evolving Wilds and Terramorphic Expanse for these, but I think they are still worth the spots. I'll see how it goes, if they feel redundant now, I'll cut them.
Darksteel Ingot wasn't great in the deck, producing just 1 mana for the inital cost of 3, and it doesn't fix all your mana like Chromatic Lantern, so decided to cut it. In this now free spot I'm really interested in trying out Meditate. 3 mana to draw 4 cards seems insane, even if it does come with a huge draw back. The turn you are casting this is the turn you're going to win, so you don't have to worry about the next. I'll see how it performs though, I could be wrong.
Dig Through Time: I think this is a pretty sweet card, being able to dig through 7 cards for any two, could probably consistently cast this for 2UU, might need to test it out sometime in the future.
Taigam's Scheming: Not too great in here, but can occasionally manipulate the top of the library for Melek or an Epic Experiment.
Treasure Cruise: A sorcery speed Ancestral Recall? Not sure if it is. Really bad when hard cast, but this deck might be able to delve enough for this card to work. Might need to try it out at some point.
Pact of Negation: Even though its bad seeing this on top of the deck with Melek in play, it may just be necessary on the combo turn.
Ancestral Knowledge: Kinda what Taigam's Scheming does, but bigger, it doesn't let you put cards in your yard though. Seems good when you're setting up a Epic Experiment...
Memory Jar: Another wheel effect, might be worth a spot.
Ideas Unbound: I was going to initially put this card in with this update, but I think Meditate should do a better job in the same spot.
12/11/2014
-1 Gilded Lotus
+1 Commander's Sphere
Notes: C14 Update!
Just a small change, although Gilded Lotus produces 3 mana of any colour, costing 5 can be annoying at times. Commander's Sphere being able to draw a card without being tapped is pretty sweet, and should be a good addition in here. There weren't really any other considerations from the set, aside from old cards like Faithless Looting/Temple of the False God.
13/11/2014
-1 Strionic Resonator
+1 Intellectual Offering
Notes: Pointed out by Burntgerbil that it can be used to untap all mana rocks, while drawing you more cards. I skipped considering it from C14 because I didn't untap lands, but will try it out now. Removed Strionic Resonator which can be good when doubling storm, but can also be win-more. Will see how this change turns out.
31/08/2015
-1 Trinket Mage*
+1 Jace's Sanctum*
Notes: Origins Update! Jace's Sanctum seems perfect for this deck - reduces mana cost & helps manipulates top of library, was an easy include. Cut Trinket Mage for it, which is by no means bad in here, but is easier to cut than other cards that help win the game.
Other considerations included Alhammarret's Archive, Artificer's Epiphany, Mage-Ring Network, & Pyromancer's Goggles.
Maybeboard
+1 Memory Jar: Seems pretty good. Adds to the wheel win con, plus can provide extra reach on the turn I'm going off.
+1 Pact of Negation: With Pact I don't have to worry too much about the next turn when "going off" and obviously letting me cast it when I'm tapped out helps.
+1 Personal Tutor: I think it would be a good addition to the deck, being able to search up Epic Experiment, Molten Psyche, Time Spiral, Past in Flames, Mana Geyser, Ignite Memories and Mind's Desire.
+1 Possibility Storm: It might potentially be awesome in here, with all the top deck manipulation and what not. It does double your storm count, but might be too random at times? Need to test it out.
+1 Snapcaster Mage: Don't need to explain why this card is good...
+1 Sphinx-Bone Wand: Pretty awesome card, but it costs 7...
Other Considerations
Blue Sun's Zenith: Probably not the type of draw effect this deck needs.
Bribery: Great spell for a Melek deck not trying to win using storm, but playing big spells instead.
Burnished Hart: Great ramp for an Izzet deck.
Capsize: Excellent bounce/disruption if you need it.
Chandra, Pyromaster: Would only use it for the 0 ability, to either cast another card, or clear the top of the library.
Charmbreaker devils: Good recursion, better in a deck playing lots of value instants and sorceries, but probably not great in a Storm deck.
Counterbalance: Might actually be able to make this work, but it probably isn't going to be too effective.
Counterflux: A spell that wrecks this deck, great counterspell though.
Crawlspace: More pillowfort if I need it.
Crystal Ball: More library manipulation if I ever need it.
Dack Fayden: Good digging, clears top of library. The -6 probably won't be too relevant though, unless it's something silly like with Comet Storm.
Diviner's Wand: Can be used in decks that want to win with commander damage from Melek.
Elite Arcanist: Too slow and fragile for it to work.
Evacuation: Great card if you need it.
Eyes of the Watcher: Really interesting library manipulation.
Fabricate: Good tutor for a range of things.
Faithless Looting: Cheap card filtering, with flashback.
Foresee: I don't think its great, but it probably should be considered.
Fork: Can be good at times.
Galvanoth: Great in other Melek decks, not in Storm ones.
Impulse: Excellent card, I wouldn't be surprised if it made the list some day.
Invoke the Firemind: Would rather run Blue Sun's Zenith over this.
Isochron Scepter: Has a lot of targets.
Izzet Charm: Good card, could make the list.
Jace's Ingenuity: More instant speed card draw.
Last Word: Uncounterable counterspells are good.
Leering Emblem: Can be used to kill someone with commander damage
Library of Leng: Might be okay with all the wheels
Lightning Greaves: A way to protect Melek
Magus of the Future: A second Future Sight, seems good.
Mana Matrix: 6 CMC is probably too high for this.
Merfolk Looter: It is what it is.
Mirari: Not too great in Storm.
Nivix Guildmage: An okay way to loot, and it does interesting stuff.
Pongify: Cheap, efficient removal.
Preordain: Great library manipulation and draw, could go in.
Prescient Chimera: 5 CMC is too high for the effect.
Prophetic Bolt: I'm not even running Impulse...
Reality Shift: Great removal for blue.
Recoup: A mini Past in Flames.
Reiterate: Can be good at times.
Relearn: I think I have enough of these effects.
Relic of Progenitus: GY hate is good.
Reminisce: More GY hate.
Repulse: Removal.
Reshape: Another artifact tutor.
Reverberate: Another Fork effect.
Rhystic Study: Blue staple, but probably not in this deck.
River Kelpie: Great with flashback, not sure how often it would be relevant.
Runechanter's Pike: If I wanna kill someone with Melek...
Runic Repetition: Too niche.
Secrets of the Dead: Not sure how often it would trigger. Obviously great with Past in Flames.
Spellheart Chimera: Good in a spellslinger deck that wants to use the combat step.
Spelltwine: Not great in Storm.
Spellweaver Volute: Can provide some value.
Spin into Myth: More blue removal!
Strategic Planning: Not bad card draw/library manipulation.
Surveyor's Scope: Ramp for Izzet seems good, just not sure how reliable it'll be
Talrand, Sky Summoner: A reason to add extra turn effects, great in a different type of Melek deck.
Teferi, Mage of Zhalfir: Lets you cast Melek EOT and guarantees no one will mes with you on your combo turn.
Telling Time: Can be good card draw/library manipulation.
Temporal Fissure: Another Storm win condition if you need it. Problem is, doesn't really win you the game.
Thran Dynamo: Another good mana rock if you need it.
Time Stretch: Great in a different type of Melek deck
Time Warp: Great in non-Storm Melek decks.
Transmute Artifact: Another artifact tutor.
Turn // Burn: Good removal
Volcanic Awakening: Another Storm "win condition"
Young Pyromancer: Like Talrand, Sky Summoner, probably not great in the pure storm combo version of the deck, but great in other Melek decks that want to create value over time.
Wishlist ($)
Other Fetches
Conclusion
Thanks for having a look, I'd appreciate any and all feedback and will consider all suggestions. Make sure to check out my other decks in my sig!
consider personal tutor. how do you like long term plans, I've been considering running it in my list
Ah yes, I did mean the Duel Decks foil I'll fix that...
I will consider Personal Tutor, being able to tutor for only a sorcery might be annoying at times, but yeah. I'll proxy and test it out at some point, then try trade for one.
Long Term Plans has been great, since it tutors for any card at all, and with all the library manipulation in the deck, it can easily be moved to the top, I'd highly recommend it ^^
Yeah, Person Tutor does grab Molten Psyche, Time Spiral, Past in Flames, Mana Geyser, , Ignite Memories and Mind's Desire too, all pretty relevant. I'll add it to my Maybeboard and try get my hands on one
Not sure about Gamble though, unless you are going for Past in Flames lol.
Yeah, I have considered equipment like that and Runechanter's Pike before but want to completely avoid the combat step with this deck really, even the Rite of Replication I find myself using on my own Guttersnipe more often than not LOL
As for cost reducers, I already run Helm of Awakening, Sapphire Medallion, Stone Calendar, Goblin Electromancer and Arcane Melee, they are under the "Mana/Ramp/Storm Acceleration" section in the "Decklist By Function" =P
-1 Recall
+1 Steam Augury
Notes: Theros Update! I've recently been very disappointed with Recall, haven't ever really been too happy to see it, when I am, it's usually win-more. I have access to Call to Mind, Mystic Retrieval and Past in Flames anyway; which leads to the newest addition to the deck: Steam Augury, which should be just as good as Fact or Fiction in this deck!
Other considerations from the set:
Feel free to offer any suggestions or make comments!
Yes.
The general consensus in my area is that attacking a good Melek player is a risky proposition at best.
I run the following ways to deter attacks:
and
Hurkyl's recall to handle artifacts (& Artifact critters)
Swinging into me and getting your commander Submerged (especially right before a shuffle effect) makes me seem like an undesirable target. Enough instant speed answers and people will stop attacking you if it seems like you always have instant-speed retribution awaiting.
This deck is really really fun to play, but it needs a lot of practice. It is like the only, or among the very few EDH decks that you have to goldfish and keep practicing, as the more you know how the play it, the faster you can go off, it sometimes can take a minimum of 10 minutes on the turn you are going off, and some playgroups might not want to wait that long, other playgroups might be interested and amused at how you do go off though, so yeah.
My deck is made for Multiplayer, like all my decks, and I rarely, if ever, play with them 1v1. The way you play it is always going to depend on the kind of decks you are facing, and that's the way you will build your deck too. Right now, the cards I run to protect myself, and survive, until the turn I can storm out, are: Rapid Hybridization, Snap, Chaos Warp, Cyclonic Rift, Cryptic Command, Meekstone, Torpor Orb & Propaganda (can also include Turnabout in this list, but that isn't it's main purpose) and this has been enough for me so far. But it completely depends on your meta, if you constantly seem to be in games where you are playing against Edric, Spymaster of Trest, Krenko, Mob Boss and what not, then you may need to add more cards like Crawlspace, Evacuation etc.
This deck doesn't need Melek to win, but usually, if you cast Melek on turn 4, or turn 5 (and you will be able to because of the acceleration available to you), you can win the turn you untap with him. This is easier when you have Vedalken Orrery or Leyline of Anticipation, but yeah.
The way the deck works is, Turns 1-4 you want to play as many mana rocks and cost reducers such as Helm of Awakening as possible, cast your commander, and then play a spell such as Mystical Tutor, which will often win you the game, or Time Spiral which will put you on the path to win the game. The deck is very chaotic like the Izzet guild itself though, you may find yourself casting 30 spells and then just not drawing into your win condition, but that is pretty unlikely. I usually try and go off and win the game earliest by turn 5, but on average by turn 6-7, depending on your hand, the amount of draw and top deck manipulation available to you in any game, it could take longer, but it's usually a lot faster than a Mayael the Anima player can kill you.
You can try this list out on MTGDeckbuilder or whatever and give it a go, keeping in mind that practice is required to know what exactly to do in what order, what to tutor up first, etc. If you have any other questions, feel free to ask ^^
P.S. Even if you have to take a bunch of damage from attacks, it doesn't really matter, you have 40 life, use it as a resource, in the turn you "go off" you're better off using your life dice to keep count of your storm =P
It looks like a really fun deck!
When a person or two is playing Control at the table, like with any other deck you want to time things right, see who has how much blue open etc, and generally want some Counterspell back-up yourself. I sometimes even bait their counters with Melek himself, cause I don't need him to win, he just makes things easier.
I've never seen anyone play Mindbreak Trap in my meta, but have been Counterflux'd before; the best thing to do is, like with any other deck, try not to over-extend. I generally leave at least Past in Flames in my hand (or graveyard) and have found it to be the best back-up plan as you can storm-out all over again next turn, if not the same turn!
If these spells are way too rampant in your meta, you could also consider adding Teferi, Mage of Zhalfir to the deck. Hope that helps =P
Yeah, he's cool, but he doesn't really advance or fit into the Storm game plan where all I want to do is play accelerators/cost reducers and "go off" as soon as I can
Damia http://forums.mtgsalvation.com/showthread.php?t=410191
DDFT Legacyhttp://forums.mtgsalvation.com/showthread.php?t=505247
Domain Zoo http://forums.mtgsalvation.com/showthread.php?p=10212429#post10212429
I do run Time Spiral - it's absolutely amazing, one of the best cards in the deck. It's often what I want to tutor up first when I'm about to go off, it really does pave the way to victory!
As for High Tide, I only run 13 Islands so I doubt it would be that effective (as opposed to something like Turnabout)
-1 Mountain
-1 Riptide Laboratory
+1 Temple of Epiphany
+1 Izzet Boilerworks
Notes: Journey into Nyx Update! Nothing too exciting - just a couple of changes to the landbase. I don't think Laboratory is needed, the only uses being to protect Melek from time to time & to reuse Trinket Mage, I can just put it in another deck or something. I'll put them Temple in here, being able to put something unnecessary on the bottom and the bounce land should be pretty awesome with all the "untap land" stuff I run.
Other considerations from the set included Interpret the Signs (the curve is probably too low for it, but still worth considering), Sigiled Starfish, Keranos, God of Storms, Mana Confluence (if I end up getting a spare one, I'll throw it in here) & Pull from the Deep.
Other non-JOU considerations were Snapcaster Mage, Crystal Ball, Chandra, the Firebrand, Halimar Depths & Telling Time (would like to find a spot for it, but can't seem to find a sub-par card that it can replace...).
As always, suggestions and comments are welcome!
-1 Cryptic Command
-1 Merchant Scroll
+1 Treasonous Ogre
+1 Intuition
Notes: Conspiracy Update! I think Treasonous Ogre is going to be pretty good in this deck, since most of the turn you're "going off" is either spent drawing cards or making a bunch of mana. Even something as simple as fueling an Epic Experiment could win the game. Will test him out and see how he performs. The Command has been on the chopping board for some time now, although I was considering replacing it with a Pact of Negation, I'm more interested in trying out the Ogre. Also going to try out Intuition in the place of Merchant Scroll since I recently got my hands on one. Other considerations included Misdirection (don't think is needed) and Dack Fayden (might find his way in at some point, not sure).
Cheers!
Thank you!
Guttersnipe surprisingly does a lot of work btw, I would definitely recommend trying him out.
How to win: Well, it's like storm in any format really. You want to play cost reducers such as Helm of Awakening, Sapphire Medallion, Goblin Electromancer etc. And filter/draw into (or even tutor for) spells that are either free or net you more mana than you spend casting them, such as: Frantic Search, Time Spiral, Snap etc, these cards produce more mana than you cast them for with the cost reducers, or if you have Melek in play and they are on top of your library and the spell is copied, it does the same. If you have both in play, then you get even more mana. Usually when trying to go off, Leyline of Anticipation/Vedalken Orrery gives you a better chance of flashing Melek into play EOT so that he survives, and I try tutor for Time Spiral first, with it on top, seeing 2 hands, and casting instants in between, eventually netting more mana than you started with, to cast the cards in your second set of hand or whatever should generally win you the game. The deck runs enough draw and tutor to ensure you draw into (or even Epic Experiment/Mind's Desire into an actual win condition that is either Ignite Memories or Molten Psyche or Comet Storm 90% of the time. There is ofcourse also Guttersnipe + bunch of spells, Guttersnipe + Rite of Replication as you mentioned too, but most of the time its going to be the first three. Past in Flames ofcourse makes it a LOT easier to win the game. Same with Mystical Tutor. Most of the time Mystical Tutor will let you win the game, with Melek in play and it on top, its pretty GG unless a couple of your opponents are playing mono-blue or whatever.
In your game, you had to play against a Zur's Weirding which indeed does make it a lot harder to win, if you don't have a counterspell or a bounce spell for it in your hand when its being cast. However you could probably have forced your opponent's hand by playing a wheel or two, again, you need those in your hand with Weirding. But also, something like Mystical Tutor or Long-Term Plans with Melek or Future Sight in play, so you can tutor to the top and cast those cards from the top of your library without Weirding getting in your way. But yet again, if your hand doesn't have any of these things in it, then it's just unfortunate.
Remember that I don't run cards such as Spellheart Chimera as I never plan to win using the combat phase. If you are, then you don't have all your slots dedicated to storming out (as I do), and it becomes harder to do so. If you're going the combat damage rout, then you should be running things like Young Pyromancer and Talrand, Sky Summoner too. Oh, and Runechanter's Pike. Anyway, the suggestions I'm going to make are going to assume you want to win via storm, otherwise include the cards I just mentioned instead =P
Looking at your list, here's what I would recommend:
-1 Spellheart Chimera: As explained above
-1 Phyrexian Metamorph: Okay to copy a rock or an accelerator, but not sure if the deck needs it. Obviously a great card though.
-1 Galvanoth: You can copy big spells with this, and that is a rout you can take with Melek. With the deck filled with a lot of game winning spells, such as Bribary etc, and you win casting these spells over time. However, my deck plans to win only with storm, or wheeling, in one turn or so, not over a large amount of turns, you know? You pretty much have to decide how you want to win, and stay dedicated to it, for the deck to be optimal that is. You don't have to do that if you don't want to of course
-1 Hypersonic Dragon: Leyline and Orray are better imo.
-1 Izzet Chronarch: I prefer spells such as Call to Mind over it - costs less, can be flashbacked and more.
-1 Mercurial Chemister: Too slow imo.
-1 Niv-Mizzet, Dracogenius
-1 Red Sun's Zenith: Comet Storm is so much better at closing out the game.
[Sidenote: Inner Fire is a cool card, never seen it before]
-1 Acquire & Bribery: As explained above.
-1 Time Warp: "
-1 Firemind's Foresight: It's only really good if your playing that combo. I.e. Lighting Bolt + Reset + Reiterate = I win.
-1 Knowledge Exploitation
-1 Insurrection
-1 Proteus Staff
[Sphinx-Bone Wand is cool, I like it, but I think it costs too much mana by the time you want to go off. Its great if its working out for you though.]
As for what cards to add, you can have a look at my list and see what you're not running, that you think would be good. I would recommend these at least:
+1 Treasonous Ogre: All the deck wants to do is make loads of mana.
+1 Frantic Search: !!! So good
+1 Turnabout: !!!
+1 Snap: !!!
+1 Comet Storm: Great win con.
+1 Wheel of Fortune: Wheeling is how you constantly draw more cards to go off.
+1 Windfall: "
+1 Molten Psyche: And with those wheels, come another win con.
+1 Time Spiral: !!!
+1 Past in Flames: !!!
Cost reducers such as Goblin Electromancer etc are also very important.
+1 Dream Halls: Just makes it so much easier to win too.
But yeah, like I said, it just depends on how you want to play the deck. If you want to cast a lot of fun and big game-winning spells over the period of the game, such as Bribery and what not, then that's cool, but the deck will win differently. Same goes with if you want to play to win via combat damage such as with Talrand, Sky Summoner and Runechanter's Pike, etc, this deck would run a lot of the Time Walk effects as in the storm deck they don't do too much, but in those decks it can be insane, especially with Melek in play. And then lastly, there's the dedicated storm deck I'm playing, and for it to win consistently you need the mana reducers, the wheels, the tutors, the "free" spells (which are great with Melek anyway) and so on.
Hopefully I explained things clearly...And that all this helps! Feel free to ask any other questions if you have any =p
Yeah, pretty much.
You should have a look at bobthefunny's Tibor and Lumia thread here that contains a lot of insight to izzet spellslinging.
It wouldn't be too hard to make that type of list though, you're almost there anyway. Probably just need to add cards such as Blatant Thievery, Mirari, Cast Through Time, Charmbreaker Devils, Diluvian Primordial, Stolen Goods, Stolen Identity, um...Eternal Dominion? Etc lol
But yeah, you can have a look at other Melek lists at the Commander Decklist Database for more ideas ^^