Hello, players! Welcome to our *Magic on Budget* series, where we take strong decks in the metagame and make them more accessible, but still good! *Jean-Emmanuel Depraz* placed second in *Mythic Championship V* using the *Bant Golos* deck - the only one of this archetype to reach the Top, despite everyone imagining that it would dominate the format. [deck](17731) However, even if you agree or disagree with the measure, [card](Field of the Dead) was banned. So the main strategy of this deck was ended. But you can still use the foundation of Bant Golos to make another deck focused on ramp - which I'll explain better in a bit. [deck](17732) The idea behind this deck is to fill the battlefield with lands as quickly as possible so we can play our most powerful spells while also increasing the power of some as the number of Gates we control go up. To start the list, let's talk about ramp, that is, looking for lands to help you accelerate (or accel) your mana gain: [card](Golos, Tireless Pilgrim) is a 3/5 legendary artifact creature with 5 generic mana cost that, when enters the field, allows us to search our library for a land (it doesn't have to be a basic land) and put it onto the battlefield tapped. With that, we can search for any land that supply the colors we still need. In addition, at the cost of 1 white, 1 blue, 1 black, 1 red, 1 green and 2 generic mana we exile the top three cards of our library and may play them this turn without paying their mana costs. This allows us to play with both the cards from our hand and the top of our library at the same time, greatly accelerating the strategy. For budget reasons, we will use only 3 of this card instead of 4. [card](Arboreal Grazer) is a 0/3 creature with reach that costs only 1 green mana which, when enters the battlefield, allows us to put a land from our hand onto the field tapped, which accelerates the first turns on top of being a defensive creature that helps with the more aggressive decks at the beginning of the game. Unlike [card](Golos, Tireless Pilgrim), in our budget deck we use 4 copies of [card](Arboreal Grazer) instead of 3. We'll keep the 4 copies of [card](Growth Spiral), an instant that makes us draw a card and then allows us to place a land from our hand onto the field. We'll also keep the 4 copies of [card](Circuitous Route), which is a sorcery that allows us to search for up to two basic lands and/or Gate cards to put onto the battlefield tapped. And we will swap the 2 [card](Once Upon a Time) for 2 [card](Bond of Flourishing). Even though it is a sorcery (not an instant) that only allows us to look at the top 3 cards of our library instead of 5, we may still reveal a permanent card among them and put into our hand, while the rest goes to the bottom of our library in any order. On top of that, we gain 3 life. Despite not accelerating as much, it still helps us finding cards we need. Besides looking for lands, we also have cards that benefit from said lands (mostly from Gates) - be it by our large mana pool or by benefitting from them as they enter the field. We increased the copies of [card](Gatebreaker Ram) from 2 to 3. This 2/2 creature gets a +1/+1 counter for each Gate we control and as long as we control two or more Gates it also gains trample and vigilance, making it one of our main attackers. As we do not use [card](Hydroid Krasis) to gain life, we increased the amount of [card](Archway Angel) from 1 to 3. This angel is a 3/4 creature with flying that when enters the battlefield, gives us 2 life for each Gate we control. This can be a lot of life for us. We also increased the amount of [card](Gate Colossus) from 2 to 3, as it is an 8/8 creature that costs one less generic mana for each Gate we control. Also, it cannot be blocked by creatures with power of 2 or less (Army decks have a difficult time against it). And whenever a Gate enters the battlefield under our control, we may put [card](Gate Colossus) from our graveyard at the top of our library, which makes it a difficult creature to deal with. And since we no longer have [card](Hydroid Krasis) or [card](Teferi, Time Raveler) to help us draw more cards, we use 4 of [card](Guild Summit), an enchantment that when enters the battlefield allows us to tap any number of untapped Gates we control, and we will draw a card for each Gate tapped this way. Also, whenever a Gate enters the field under our control, we draw a card. This deck also has some removals to deal with the opponent as we fill our battlefield with lands: We'll keep the 2 copies of [card](Time Wipe), a sorcery that will first return a creature we control to its owner's hand (which can save an attacker of ours) and then destroy all creatures. Furthermore, we'll keep only 1 [card](Realm-Cloaked Giant // Cast Off) that can be used as an adventure sorcery that will destroy all non-Giant creatures. Or it can be played (it can also be cast later from exile after playing the adventure) as a 7/7 creature with vigilance. Closing out our deck's foundation we have: 2 copies of [card](Agent of Treachery) a 2/3 creature that when enters the battlefield makes us gain control of a target permanent (messing up with your opponent's strategy and delaying it). Also, at the beginning of our end step, if we control 3 or more permanents we don't own, we will draw 3 cards. And regarding mana curve, which is very important in this deck, we have: 6 basic lands - 3 [card](Forest), 2 [card](Island) and 1 [card](Plains). We'll remove the 6 Shock Lands - 2 [card](Breeding Pool), 2 [card](Hallowed Fountain) and 2 [card](Temple Garden). Insted, we will increase the Gates from 7 to 13 - 2 [card](Azorius Guildgate), 4 [card](Selesnya Guildgate), 4 [card](Simic Guildgate) for Bant colors, plus 1 [card](Golgari Guildgate) for black, 1 [card](Boros Guildgate) and 1 [card](Izzet Guildgate) for red. We'll keep 1 [card](Plaza of Harmony) - which, upon entering the field, grants us 3 life if we control two or more Gates, and it can also be tapped to generate colorless mana or a mana of any type that a Gate we control produces. We will also swap 2 [card](Fabled Passage) for 2 [card](Evolving Wilds) to fetch our basic lands. And we close this list by keeping 2 [card](Temple of Mystery), that makes us scry 1 when entering the field, and 1 [card](Castle Vantress) that makes us scry 2 when tapped, at the cost of 2 blue and 2 generic mana. The main idea behind the deck is to ramp and if the battlefield starts to get dangerous, we use our removals. Against more aggressive (or aggro) decks (such as MonoRed, Gruul Aggro, Knights, among others) we can play some creatures to defend ourselves until we have the advantage to attack (before wiping the board). When battling control decks, we want to play a [card](Gatebreaker Ram) as soon as possible so we can attack the opponent from the get-go with increasing power, and we should play [card](Gate Colossus) as much as we can, as it will always come back no matter if it is annulled or destroyed. With all these changes we end up with the following deck: [deck](17733) I hope you enjoyed this deck and see you soon!
Hey, guys! I'm Ariel and this is *All Against Arena.* This series is all about the presentation, creation and/or adaptation of unusual or unexplored decks that, nevertheless, works great and provides what all games should provides us with: *fun!* Today, I am going to show you the deck I played last Monday, in our (portuguese-speaking) live stream, over at [link](https://www.twitch.tv/cardsrealm)(Cards Realm Twitch channel): *Fires of Grixis!* I must confess: This deck, if not the strongest, is currently one of the strongest in Arena. The synergy with the card that names it is amazing! Speaking of which, we have the enchantment of the new edition (*Throne of Eldraine*) [card](Fires of Invention), which is the main synergy between all cards. When this enchantment reaches the battlefield, it opens up a range of possibilities! So we have: 4 [card](Drawn from Dreams) and 4 [card](Narset, Parter of Veils) so we can make the best choices against our opponent, "hunting" whatever suits us best. In addition, we have 7 more planeswalkers to define the game: 3 [card](Nicol Bolas, Dragon-God), 2 [card](Chandra, Awakened Inferno) and 2 [card](Liliana, Dreadhorde General). This deck proved to be very strong against several decks from the current meta, I didn't see any major disadvantages in it. Maybe I could swap 3 [card](Rankle, Master of Pranks) with 3 [card](Murderous Rider) for better synergy and better answers against planeswalkers. I will test this substitution in the future. Check out the list: [deck](17011) But a video is worth a thousand words, so take a look at my test run - though it's in portuguese, it's worth a watch! [youtube](https://www.youtube.com/watch?v=nfeMUAyusbk) Although we lost the first (and only) match, this deck is still great, very strong and with good answers in ranked matches. It's the deck I'm using to rank up and it has worked very well so far! I recommend this deck even more so now that [card](Field of the Dead) has been banned. Want to see more decks like this? I'm live every Monday and Thursday at 10pm at our [link](https://www.twitch.tv/cardsrealm)(portuguese-speaking Twitch channel!)
Hello, players! Welcome to our *Magic on Budget* series, where we take strong decks in the metagame and make them more accessible, but still good! *Javier Dominguez* was the great *Mythic Championship V* champion using the *Gruul Aggro* deck that crushed his opponents really fast. [deck](17205) Let's start with the most aggro parts of the deck: [card](Pelt Collector) can be played in the 1st turn if it's in our hand, and as our strongest creatures enter the field (or as soon as they die) we'll increase his power with +1/+1 counters, and if he has 3 or more counters, he will gain trample - which makes him stronger throughout the game. For this list, we were able to keep 4 copies of it in the deck. [card](Zhur-Taa Goblin) is a 2/2 creature with 2 mana cost who, thanks to his riot ability, can enter the battlefield with your choice of a +1/+1 counter or haste. This choice will depend on the game's tempo (the pacing, that is). We'll also keep 4 of it in the deck. [card](Gruul Spellbreaker) is a 3/3 creature with 3 mana cost who has trample and, just like [card](Zhur-Taa Goblin), also has riot. Besides that, as long as it is our turn, he will grant hexproof to himself and to us. As with the other two, we'll be able to keep 4 copies of this card in the deck. [card](Questing Beast) is a legendary creature that costs only 4 mana - but the card price is beyond our budget. So we replaced all 4 of his copies with 4 [card](Frenzied Arynx), a 3/3 creature with riot and trample that at the cost of 1 red, 1 green and 4 generic mana can get +3/+0 until end of turn (although the game should end before we have enough mana for it). [card](Skarrgan Hellkite) is a 4/4 creature with flying and riot. And at the cost of 1 red and 3 generic mana it will deal two damage divided as we choose among one or two targets, but this ability can only be used if [card](Skarrgan Hellkite) has a +1 /+1 counter. The official list uses 3 copies of it, but for budget reasons we will only use 2. We included 2 copies of the enchantment [card](Rhythm of the Wild) that is not on the official list, which makes our creature spells uncounterable and grants riot to all our nontoken creatures. Remember that a creature could have two instances of riot. In those cases, you choose separately for each one, so we can have it enter with two +1/+1 counters or one +1/+1 counter and haste. We keep the 3 copies of [card](Collision // Colossus) which is a very versatile instant spell where Colossus grants +4/+2 and trample until end of turn to target creature, while Collision deals 6 damage to target creature with flying. The official list also has 2 copies of [card](Embercleave) that will give a creature a +1/+1 counter, double strike and trample, but we will replace both copies with 2 [card](Barge In) - an instant which grants the target attacking creature +2/+2 until end of turn and also grants trample to all attacking non-Human creatures. You can use this card to surprise your opponents (though it's not as good as[card](Embercleave)). The deck also has some creatures that initially serves as support: We'll use 3 copies (instead of 4) of [card](Bonecrusher Giant // Stomp) which is a 4/3 creature that deals two damage to a spell's controller whenever is the target of one. However we can also play it as Stomp, an instant adventure that denies damage from being prevented the turn it was played and deals 2 damage to any target. We keep the 2 copies of [card](Kraul Harpooner), a 3/2 creature with reach that when enters the battlefield gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard. It also allows you to choose up to one target creature with flying that you don't control and then allows your [card](Kraul Harpooner) to fight that creature. We also keep the 2 copies of [card](Paradise Druid), a 2/1 creature that will have hexproof as long as it's untapped and also can be tapped to add a mana of any color. To end our list, the official deck uses [card](Once Upon a Time) to help with your resources, but for budget reasons we swap all 4 copies of it for 4 [card](Bond of Flourishing), which allows us to look at the top three cards of our library, so we may reveal a permanent card from among them and put it in our hand - the rest goes to the bottom of our library in any order. On top of that, we gain 3 life. This card helps us finding creatures or lands we need and gives us some life so we can keep up. As for the lands, we took the 4 copies of [card](Stomping Ground) and put 12 copies of [card](Forest) and 11 copies of [card](Mountain) instead. With these changes we get the following list: [deck](17206) As we can see, the list is still pretty aggro, with great options for finishing your opponents by surprise either by increasing the power of our creatures or dealing direct damage. I hope you enjoyed this deck and see you soon!
Hello, players. This is MTG on Budget's first article for Cards Realm, and for starters I would like to introduce you to the topic we will be covering in the future: *budgeting.* Our beloved game, Magic, may just be a hobby for many - while for others, it may be a way to make some money (be it by playing the game, selling cards or creating content for it), and because of the high demand for some cards, this game can be a little expensive. If you are just a kitchen table player, you can set up several decks without spending much. With less than $20 you can already play the game just fine. However, if you're looking to get off the kitchen table and moving into the slightly more competitive scene (whether it's a FNM, a weekend tournament, or even a Grand Prix), it gets more serious, and, depending on the format, the amount you need to invest can (and probably will) exceed $1,000. When you enter the competitive scene, you will want to build a strong deck. And for that, you will look for cards that best suit your strategy. However, you are not the only one looking for those cards, and the higher the demand for the card is, higher is its price. And this is where budgeting comes in, your ace in the hole. For our strategy, we use cards that are not so sought-after. Similar cards, which by themselves may not be that good, but are still consistent in our strategy. Let's see an example with a well-known deck in almost all formats: Burn (for this example I'll use the Pauper version). [deck](17009) The idea behind this deck is simple (although playing it may not be that simple), we want to play 7 sorceries that deal 3 damage each to your opponent, causing a total of 21 damage, thus ending the game. Let's look at an example game: You start the match with 7 cards in your hand. 1st turn: You play a mountain and then play a [card](Chain Lightning), so you end with 5 cards in your hand. 2nd turn: You draw a card, play one more mountain, then play a [card](Lightning Bolt) and a [card](Rift Bolt), so you have 4 cards in your hand. 3rd turn: You draw another card, play one more land, and then play a [card](Lava Spike), a [card](Skewer the Critics), and another [card](Chain Lightning), dealing a total of 18 damage. On your 4th turn you draw yet another card and play a [card](Lightning Bolt) for a total 21 damage, winning the match. Let's go to the analysis now. Regardless of the cards you play, the game will end in only four turns (there is a chance that the second or third draw is a [card](Thunderous Wrath), so you can deal 5 damage and sum 21 in your third turn, but it is a very slim chance). So if I don't have enough money to buy the most expensive cards on the deck (like [card](Lava Spike) or [card](Lightning Bolt)) I can replace them with [card](Lightning Strike) or a [card](Shock) and my number of turns should still be the same. Although [card](Lightning Strike) costs more, if I wait to play it in the 4th turn I will have enough mana for it. And as that leaves me in need of dealing 2 more damage, I can use a [card](Shock) instead. Given these considerations, I can use the following list without losing much: [deck](17010) Something I always say (and repeat), is that budgeting is a great way for someone who can't afford much to get into the competitive scene via smaller tournaments and still have a chance to win something out of it. But if your intention is to be a higher-level competitive player, I would advise to slowly "evolve" your deck into its non-budget version. In small tournaments, like a FNM, you can get a good position (if you train well and study your local metagame). But as you move into larger tournaments, your budget deck is at a disadvantage. In short, *budgeting* your decks is a perfect choice for kitchen table players as well as an option for those entering the competitive scene. I hope you enjoyed this article and see you soon!