This deck carries a needlessly large price tag, in reality, the deck can cost as low as 100 dollars if you are looking on a budget. Simply take out Bloodstained Mire, Scalding Tarn, Steam Vents, Cascade Bluffs, and Snapcaster Mage and the price should be right around 100 without losing much gas. The lands obviously help but are no necessity and Snapcaster Mage is a good card but very expensive if you don't own one, he can be replaced with something like Bloodwater Entity which puts the card on the top of the library and works even better with Melek, Izzet Paragon for only a quarter.
The main plan for this deck is to ramp out our value spells to generate a ton of value via card draw and removal effects, potentially being copied by our commander or other copy effects like increasing vengence, Reverberate, Twincast, Bonus Round, Howl of the Horde, and a few other means. After not too long, the end goal is to cast a copied Fireball effect to win the game.
Our "ramp" consists mostly of cost-reduction effects applied to our instants and sorceries with the exception of Sol Ring, Commander's Sphere, Izzet Signet, Thought Vessel, and Pyromancer's Goggles which allow us to speed out our commander. baral, chief of complience and Goblin Electromancer are our cost-reduction-on-a-stick fellas but they are backed up by Arcane Melee, Primal Amulet  , and Mizzix of the Izmagnus. The cost-reduction effects allow us to cast card after card off the top of our deck once Melek is on the field and they play a huge part in allowing us to win with a huge Jaya's Immolating Inferno or Comet Storm.
There is little counterplay in the deck since copied counters aren't always useful but copied spot removal almost always is. Our counters are only Arcane Denial and Counterspell and are only there to catch combo wins. I have been thinking of replacing Counterspell with something like Negate or Disdainful Stroke which both still hit most of the relevant targets but often will cost the same as Stubborn Denial due to the cost-reduction effects. Our real plan to survive comes in the form of spot removal including Rapid Hybridization, Reality Shift, Curse of the Swine, Cyclonic Rift, Volcanic Vision, and Mizzium Mortars. All these effects have the opportunity to be copied and most can have their cost reduced. Our last form of protection comes from creatures and our Fireball effects if we really need. We have Docent of Perfection   and Talrand, Sky Swallower to go wide for flying blockers or to widdle our opponent's health if they are playing life gain. Otherwise, Rite of Replication can fill our board with 5 or 10 copies of the biggest threat on board.
Blue Sun's Zenith, Dig Through Time, and Pull from Tomorrow are the most explosive card draw we have, but even the smaller effects like Impulse, Frantic Search, and Prophetic Bolt generate a ton of value since we can copy them and dig even farther through our deck. We can also use Crystal Ball, Foresee, Interpret the Signs, and Ponder to all make sure the top of our library isn't cluttered with lands so that we can continually cast spells on the top of the deck once Melek is out. We have Mystical Tutor and Firemind's Foresight to search for removal, counterplay, or one of our Fireball effects. Fabricate is important to allow us to tutor up multiple artifacts if we need including Lightning Greaves, Thought Vessel, Elixir of Immortality, or Pyromancer's Goggles depending on what we need. I will also mention here that Snapcaster Mage, Volcanic Vision, The Mirari Conjecture, and Mystic Retrieval allow us to get back removal or counterplay we've used or to generate value out of cards discarded to Pull from Tomorrow or Frantic Search.
This section doesn't need much explaining after all our Commander is Melek, Izzet Paragon. increasing vengence, Reverberate, Geist Blast, and Twincast, are the most basic copy-spell spells we have with increasing vengence being the most notable due to its flashback ability. Swarm Intelligence is a power house if you get it and Dual Casting allows us to make more use out of the creatures we won't attack with (like Baral, Cheif of Compliance, or Guttersnipe). Howl of the Horde is probably the best copy spell because it doesn't have the double mana requirement and can even be reduced to cost only one mana. Another great bonus to Howl of the Horde is that the Raid ability is not very hard to pull off since we can attack with our tokens we've been generating or with an old Snapcaster Mage to allow us to generate 2 copies! Bonus Round and a finished The Mirari Conjecture allow all instants and sorceries to be copied that turn which works well with our cost-reduction and our other copy effects (Bonus Round into a Raid-ed Howl of the Horde provides 5 additional copies of your next spell!). Primal Wellspring and Pyromancer's Goggles allow us to copy spells and generate mana. Lastly, Galvanoth doesn't copy anything but allows you to cast an instant or sorcery from your library free of charge each upkeep, these spells count as being cast from our library if Melek is out and he will copy these.
Even though some games our tokens from Docent of Perfection  , Talrand, Sky Swallower, and Rite of Replication might just run away with the game, that isn't the main plan nor is it very likely to happen. Our main plan revolves around using our cost-reduction effects, copy effects, and a few other interactions to slam down massive direct damage through Fall of the Titans, Comet Storm, Jaya's Immolating Inferno, or Banefire. Most of them have multiple targets but Banefire has the obvious advantage up against counterplay or damage prevention techniques. Along with our cost-reduction effects making the strategy easier to pull off, we can copy a Banefire where x=20 and just target the same opponent to one shot them. We can also use Hidetide, Frantic Search, Seething Song, Mana Geyser, and Turnabout to generate tons of mana especially since they can be reduced cost and copied. To wrap up, I will say that the plan of this deck is not to be the person who kills every opponent, but instead to stay alive while your opponents widdle each other down and Guttersnipe gets in continual damage to finish the game as the victor. Be patient and allow your opponents to knock each other out, allow them to build board states that threaten one another, allow them to resolve some big threats. Save removal for when you are attacked, and save your counters for when the entire game is on the line. Lastly, be cautious not to make enemies with an opponent that can kill you before you can throw a big bolt at their face.

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46% Casual

54% Competitive

Date added 5 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

33 - 0 Rares

19 - 0 Uncommons

19 - 0 Commons

Cards 100
Avg. CMC 3.29
Tokens Boar 2/2 G, Copy Clone, Drake 2/2 U, Experience Token, Frog Lizard 3/3 G, Human Wizard 1/1 U, Manifest 2/2 C
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