INTRODUCTION
Welcome to Izzet Commander 101. I am Dr.Melek and I hope that you enjoy this class. Now, time for business. As part of Izzet University it is imperative that you understand our philosophy as planeswalkers as you begin to take your spell-slinging to the next level.

Lecture
The card Epic Experiment is fundamental to our philosophy as a guild. In order to find the best and most resourceful information we can, it is best to put an adequate amount of resources into the experiment and see what we get. If we have manipulated our environment enough and change what needs to be changed around us in order to thrive, then and only then, will the experiment come out as desired.
Project
This project is our only assignment for this class and is worth 100% of your grade. Any number of attempts can be made but it must be done 1)All the materials that I give you for this experiment and 2)at least 3 opponents in the Commander/EDH format (Frontier or Tiny Leaders will NOT be accepted!). In order for the experiment to be graded all enemies must be eliminated from the game. The professor will then go over the experiment and grade it by seeing what steps the student took and why he or she took them to determine the grade.
Hypothesis
If the student able to disrupt the enemies with enough removal, timely counterspells and annoying tokens, then that should buy enough time to amass a huge amount of mana and cards in hand to burn the opponents to the ground with either X spells or Storm.
Procedure
Any student preparing to do any kind of experiment must be adequately prepared by gathering all the materials necessary in order to achieve his or her desired goal/hypothesis. The student will need to organize the materials needed in this experiment in the following packages:
-Ramp
-Card Draw
-Disruption/Removal
-Utility
Ramp
These materials allow the student to obtain the desired amount of resources coming to him or her in order to provide a base for the experiment. Mana is the "fuel of the fire".
1 Sol Ring
1 Izzet Signet
1 Worn Powerstone
1 Thought Vessel
1 Mind Stone
1 Goblin Electromancer
1 Inner Fire
1 Hedron Archive
1 Darksteel Ingot
1 Mana Geyser
1 High Tide
1 Turnabout
1 Pyromancer's Goggles
1 Mana Geyser
Card Draw/Card Control
Card Draw/Card Control is the air that allows the experiment to keep going. Without it, the experiment will suffocate and come to a abrupt end. It will not have enough data and information in order to keep going and the professor will revoke the experiment and make the student start over.
These materials include:
1 Brainstorm
1 Ponder
1 Preordain
1 Faithless Looting
1 Recurring Insight
1 Fact or Fiction
1 Steam Augury
1 Frantic Search
1 Concentrate
1 Windfall
1 Stroke of Genius
1 Rhystic Study
1 Thought Reflection
1 Recurring Insight
Disruption/Removal
This package is specifically designed for the student to change the environment in whatever way he or she chooses in order for the experiment to thrive without disruption. Disruption to opponents is key in order for it to thrive. Margin for error is inevitable, this helps the student solve issues that come along and help bridge the gap between what the hypothetical value is, and actual value that occurs.
1 Rapid Hybridization
1 Pongify
1 Chaos Warp
1 Volcanic Offering
1 Blasphemous Act
1 Chain Reaction
1 Mizzium Mortars
1 Vandalblast
1 AEtherspouts
1 Evacuation
1 Cyclonic Rift
1 Insidious Will
1 Mystic Confluence
1 Counterflux
Tutors
1 Mystical Tutor
1 Merchant Scroll
If you need some help finding the right cards to defeat your opponents, these tutors will gladly help you out. They pair very well with the commander's ability and should aid you on your project. Use them wisely.
Extra Turns
If you need some more time to think and extend the due date you have in order to come up with the best possible outcome, then these will aid in helping you find more resources, more cards and more combinations to defeat your opponents.
1 Walk the Aeons
1 Time Stretch
Spells that copy yours or an opponents spell can be very powerful if used in a timely matter.
Copy Effects
These cards help enable your win condition and increase your Storm count, mana, cards in hand, etc. These materials will kickstart your experiment and hopefully provide you with enough resources to find the value that you need in order to defeat your opponents. This is like throwing racing fuel on a fire, when you use these cards be prepared for the outcome.
Storm Enablers
1 Epic Experiment
1 Mizzix's Mastery
1 Past in Flames
1 Spelltwine
Storm Effects (Win Conditions)
Wanna get an A and pass the class? Find ways to make these cards go crazy. Good luck.