elpablo wrote:I don't think, even with far seek and abundant growth that you'll be able to hit your land drops with 16 lands.
Even a fun deck still wants to be able to play cards. I'd go up to 24 lands and maybe a couple chromatic lanterns.
I think even beyond this, you still need a way to win too. I mean if you're just wanting to be wonky, there are plenty of more amusing things to do here. I don't even see a win-con with Melek.
Why not swap the lands for gates and
Maze's Ends, and then refine the spells to give you some added utility (and a way to actually win the game)? OR Toss in some
Augur of Bolas, added ramp spells (
Ranger's Path perhaps?), some burn options (
Devil's Play,
Clan Defiance, or even
Aurelia's Fury), perhaps some added card draw (
Faithless Looting,
Desperate Ravings,
Uncovered Clues,
Think Twice, etc.) and a few other things here or there. THEN you'll be able to actually DO things while having fun with Melek and his weirdness.
I've actually thought about including him in builds as of late, but unless you have reliable ways to drop him on the field AND spells that are worth casting from the deck, he won't be as much fun as you expect.