I've been tweaking different ways to play with Mayael's Aria for a few months now, and although I've shied away from forcing the wincon ASAP, I've found a fun balance of synergy in ramping to some big WUBRG bombs. Fetchlands would probably help the ramp be more consistent from game to game, but I had to cut the budget somewhere, and the ramp is still frequent enough to be pretty reliable.

The deck revolves around three key synergies between seemingly irrelevant card combinations:

Ramp: T1 Birds of Paradise allows for a T2 Chromatic Lantern, which by itself is a T3 Maelstrom Nexus drop. In Christmasland, the T2 Lantern is tapped for a second bird, and Obelisk of Alara arrives T3. Cards like Bloom Tender help bridge the gap when a Birds doesn't arrive T1. T2 Bloom Tender can allow for a T3 Mayael's Aria, which gives Bloom Tender the colored permanent it needs to tap for a Lantern (which summons another bird in Dreamhandia). Lantern with Bloom Tender out T4 can also lead to some absurd ramp, with a hard-casted Nexus giving the colors needed for Bloom Tender to tap for another WUBRG bomb. And this double WUBRG T4 drop occurs surprisingly frequently. Cascade: Chromatic Lantern may be the bread of this deck, but Maelstrom Nexus is the butter. Occasionally a T3 drop, it's out consistently by T4 with a little help from Diabolic Tutor and Bringer of the Black Dawn. Speaking of the Bringer Brothers, they're your main ammo for the cannon that is the Meal Storm. At a whopping 9CMC they can cascade into anything in the deck. That's right, from Obelisk, to Maelstrom Archangel, to Fusion Elemental, or even another Nexus! The biggest challenge in this deck, however, is knowing when to drop the Nexus. The shocklands and lack of early creatures gives up tremendous tempo possibilities, but once the engine is out there it's hard to run out of ammo. Saving a 6 or 7 drop for the turn after Nexus hits can allow for some huge bombs to appear out of nowhere, but that's irrelevant if their bombs already killed you. Sometimes there can be tough decisions in this deck, but if you're on a 3 turn clock or higher, I'd say the Nexus should always be the first big drop, as it essentially doubles your tempo for the rest of the game.

3: Mayael's Aria: Once the sustenance this deck relied upon, it is now the deliciousness that comes after the bread and butter have been properly consumed (or satisfaction after the troops have deployed, or whatever kind of metaphor you want here). With every non-mana creature in this deck having 5 power or more, the Aria essentially becomes a Power-Creeping Spear of Heliod, making even the mana dorks more powerful. And it stacks, allowing for anywhere from 1-4 counters every upkeep! The Aria's key synergies come from Obelisk of Alara and Cradle of Vitality. Obelisks can pump creatures to cheat out earlier lifegain/wincon, or can be used for lifegain that converts into counters via the Cradle. In addition, the Cradle can be triggered from Mayael's itself, giving opponents a 1 turn clock if Mayael's triggers on a 9/9 at upkeep. All synergies aside, at 3CMC it falls in a horrible spot for a ramp deck. However, it can be used to perform mana tricks with Bloom Tender and Chromatic Lantern, as well as be cascaded into from all but mana dorks and other arias.

HM. Maelstrom Archangel: An honorable mention. Dropping this T3 usually isn't ideal, as you're taking away ammo for the Nexus, but against aggro decks it can allow you to live an additional turn and cheat out any other bomb from your hand you may have if they don't have flyers.