Academy Ruins- having a repeatable way to get back artifacts is essential for this deck, as many of the artifacts I run are integral to my game plan, and I'm more than willing to forego my card draw for this kind of effect. Also, its incidental mill protection, as I will always be able to have a library (a one card library, but still)
Ancient Tomb- Finally got my hands on one of these for a good price, so in the deck it goes. Also, the deck tends to be pretty slow on the earlier turns of the game, limited mostly by mana, and this definitely helps a lot with that issue, but there are some relevant play sequences that are still difficult to do on turn one, such as playing and activating a Wayfarer's Bauble. This land does, however, allow us to play one of our many 2-mana rocks on turn 1 without a Sol Ring, which is something that this deck has been needing for a while; it makes it to where the deck is less reliant on a turn 1 Sol Ring, which is very nice
Bazaar of Baghdad- The most fair Bazaar ever put into a deck. Meloku loves to fill up a hand with garbage, be it lands, spells you don't need, or unnecessary ramp pieces. Bazaar lets you not only get rid of some of the garbage, but it lets you see further into your deck every turn. Do keep in mind, while it is a land, it does NOT add mana.
Blast Zone- Having a Ratchet Bomb attached to a land is very scary, and can help blue deal with permanents that it would normally struggle with getting off the table for good
Buried Ruin- Recursion for artifacts on a land is very good, especially in a deck as reliant on them as this one.
Castle Vantress- Island with upside; can be a good mana sink for when the deck runs out of gas
Command Tower- Island with upside; acts as another name for Field of the Dead, and it gets around Boil!
Crumbling Vestige- With Amulet of Vigor added to the mix, this card has a few combos that involve it. Part of a possible combo with Thornbite Staff if I include it
Drownyard Temple- My budget, single-use Crucible of Worlds. Great discard fodder if you have too many cards in hand or for Read the Runes and Tolarian Winds. This card is best friends with Geier Reach Sanitarium as well.
Field of the Dead- With Trade Routes or Oboro, Palace in the Clouds, this becomes a Build-A-Meloku, and without it's still one of the best lands ever printed. With this deck having 35 distinct names among lands in this deck, you're bound to get a few zombies
Geier Reach Sanitarium- Not only does this card allow for politics to be made around the table, but it can also act as an enabler for Drownyard Temple, or it can slowly churn through the deck. There's probably a combo with this card in the deck, as there is no 'may' clause on it; it forces everyone to draw.
Gemstone Caverns- A 2-for-1 that I'm more than willing to take, especially considering how desperately this deck needs to make land drops
Inventors' Fair- Fabricate on a land. Notably you do have to have 3 or more artifacts, but with 20 or so artifacts in the deck, you should be fine
Island- Have to have 'em.
Mikokoro, Center of the Sea- Great for politics and making alliances, but also your opponents have no choice; they have to draw the card, so there may be a combo with that
Mishra's Factory- It's a land when you need a land, and a creature when you need a creature; holds a Sword of the Animist real good and can be sacrificed to Ashnod's Altar in a pinch, especially because it can animate itself
Myriad Landscape- Burnished Hart but on a land. Arguably better than the Hart if you have Amulet of Vigor.
Mystic Sanctuary- Island with upside. Can allow for repeated tutors with things like Fabricate or Whir of Invention, or can just lock some poor schmuck out of the game if you use this to recur a counterspell of some kind. Infinite combo if you add an extra turn spell.
Oboro, Palace in the Clouds- Island with upside. Can act as an emergency Meloku if you combine it with Field of the Dead, can even go infinite with Retreat to Coralhelm + Walking Atlas
Radiant Fountain- Can be used to gain infinite life if you have pretty much any of the infinite combos of the deck up and running. Otherwise, good at padding your life total
Reliquary Tower- With a commander who bounces things to hand, you tend to have a lot of cards in hand. This lil ditty lets you keep all those cards
Riptide Laboratory- extra, repeatable protection for Meloku
Seat of the Synod- Island with upside. Fetchable off of Whir of Invention and counts towards the requisite artifacts for Inventors' Fair. Watch out for Vandalblast, though
Snow-Covered Island- Island with upside. Basically just an island with a different name for Field of the Dead
Strip Mine- Can deal with problem lands such as Glacial Chasm or Emeria, The Sky Ruin.
Sunscorched Desert- Adds instant kill potential to any combo that involves Meloku
Terrain Generator- A basics-only Walking Atlas that costs 2 mana to activate is still an amazing deal
Thawing Glaciers- With Amulet of Vigor, it goes from being one of the worst cards in the whole deck to being one of the best, as it basically becomes a repeatable fetchland that doesn't even need Crucible of Worlds. An ideal opening hand is Amulet of Vigor + Thawing Glaciers
and one other land
Thespian's Stage- Combos with Dark Depths. This card allows mw to double dip on whatever land I need the most at the moment, whether that be a second Field of the Dead for an army of zombies, or a second War Room for an absolute grindfest
Tolaria- Island with upside. This legendary land is just a funny one that adds to the different name count for Field of the Dead
Tolaria West- Yet another Island with upside. This is a second copy of Expedition Map that's also just stapled onto a land, making it much more difficult for your opponents to interact with. On top of this, the usual downside of this card, that being you don't wanna play it because you might need to transmute it later, is completely undone my Meloku, as he can just bounce it back to hand for all of your transmuting needs. Be careful, however, you can only transmute as a sorcery, so no end step shenanigans unfortunately
Urza's Saga- This card fucks (that's a good thing). It makes bodies for killing, it tutors up cards, and it goes to the graveyard to be re-used by things like Scaretiller. Unfortunately, the saga sacrificing itself is a state-based action, so no Meloku bouncing tricks to stop it from going away :(. On the bright side, when this card sacrifices itself, you can find some of this deck's best artifacts, like Expedition Map to find whatever other land you need, or Amulet of Vigor to help you get some extra value or finish a combo. Hell, it can even get Sol Ring
War Room- This card is actually pretty nuts, as it allows a combo deck (like this one) to be able to hold its ground against control decks, giving it incredible resilience that it otherwise doesn't have. 9/10.
Zhalfirin Void- Not only can it smooth out some draws, especially with Retreat to Coralhelm, but if you are missing a Sunscorched Desert and have one of the many infinite landfall combos online, you can stack your deck to get your finisher on top