Whenever you cast your second spell each turn, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Cast a low cost commander turn 2, then chain cheap spells to trigger Malcolm's second-spell investigate every turn, building a growing pile of Clue tokens that fuel card advantage and artifact synergies. You leverage that engine to fill the board, dig to combo or value pieces, and close with token swarms, big draw-into-burn, or an artifact-based payoff.
Relentless card advantage from Clues with very little deckbuilding cost—just play two spells a turn
Cheap, evasive haste commander that pressures life totals and supports Voltron lines
Clues feed sacrifice, artifact, and treasure-style payoffs in Izzet
Low mana value makes recasting after removal easy
Clues are slow card advantage— per draw can clog mana
Two colors limits access to broad sweepers and recursion
Vulnerable to artifact hate that wipes your Clue stockpile
Investigate only triggers once per turn, so it isn't explosive on its own
Squishy 1/1-style body dies to nearly any removal or chump trade
Floods the board with Treasures that cheaply enable double-spell turns and artifact payoffs.
Tighten the curve with more sub-two-mana cantrips (Opt, Consider, Mishra's Bauble) so you reliably hit your second spell, and add fast mana like Sol Ring and Mana Crypt. Lean into a clear payoff package—Reckless Fireweaver/Marionette Master plus sacrifice outlets, or a Krark-Clan Ironworks combo line—so the Clues translate into a deterministic kill rather than slow value. Upgrade the manabase with duals and Treasure rocks to support back-to-back spell-heavy turns.