Adeliz the Cinder Wind is a great wizard to be running in Brawl right now. And, thanks to M19, she gets a ton of tool-kit options to help make her a great commander to hit hard and strong. Even if she's the only creature on the battlefield, which she most likely will be as we're running this like a burn deck instead of a Wizards tribal deck. So, let's start off with our standard cards, mana ramp and card draw. Thankfully, card draw is in a good place for us right now because we've got Blue in our color identity. However, mana ramp may be an issue and may have us reach outside of our normal tribe to get there as well as look at a few artifacts that may push our curve, but help us storm off higher in the late game.
Commander - Adeliz, the Cinder-Wind
Mana Ramp Spells
1x Neheb the Eternal
1x Gilded Lotus
1x Captain Lannery Storm
1x Thaumatic Compass
1x Treasure Map
1x Primal Amulet
Card Draw Spells
1x The Flame of Keld
1x Divination
1x Arcane Encyclopedia
1x Open into Wonder
1x Curious Obsession
1x Arch of Orazca
Total Cards - 13 (1 Land)
Next, we'll need to look at removal, both of the mass variety as well as the targeted variety. Thanks to M19, we get Disperse back, our answer to anything on the board by putting it off for a turn (so say goodbye to Shalai!). Plus, we have a ton of burn in the deck that can double as targeted removal, so we'll get to these cards now.
Targeted Removal
1x Disperse
1x Blink of an Eye
1x Shivan Fire
Mass Removal
1x Hour of Devastation
1x Sleep
1x River's Rebuke
Total Cards - 19 (1 Land)
Now that our core is complete, let's talk about meta answers as well as ways in which we can finish the game. Since we want to deal as much damage to our opponent as possible and ensure that we take victory from them, anything that grants trample to Adeliz is a plus. Or, since we have Neheb in standard for a while longer, we can push Banefire to close the game when our opponent has taken massive damage to finish it out. As far as meta answers, I would suggest finding ways to protect our board state as well as ways to remove Hexproof from creatures. Therefore, we get the following results in Step 3
Total Cards - 25 (2 Lands)
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Now, adding lands is very simple for this deck. Thanks to the unbanning of Ramunap Ruins, we can have an added closer in our lands. Plus, we want to keep the curve of this deck VERY low, so cutting to 23 lands should be ideal for this situation. We already have 2 lands that are pretty much standard for Brawl at this point (Detection Tower and Arch of Orazca), so filling out the rest shouldn't be too bad.
Added Lands
1x Spirebluff Canal
1x Ramunap Ruins
1x Desert of the Fervent
1x Desert of the Mindful
1x Memorial to Genius
1x Sulfur Falls
7x Mountain
6x Island
1x Evolving Wilds
1x Scavenger Grounds
Total Cards - 46 (23 Lands)
Finally, we're left with 14 slots to fill with ways to deal havoc upon our opponent. We could use ways in which to burn our opponent the most while still profiting off of Adeliz's ability to cast as many spells as we can in a turn to pump her up. Therefore, we yield the following synergy cards.
Synergy Cards
1x Shock
1x Lightning Strike
1x Anticipate
1x Wizard's Lightning
1x Wizard's Retort
1x Disallow
1x Guttersnipe
1x Firebrand Archer
1x Siren Stormtamer
1x Soul-Scar Mage
1x Viashino Pyromancer
1x Flood of Recollection
1x Doublecast
1x Ghitu Lavarunner
Total Cards: 60 (23 Lands)