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! The Mythic Championship V top 8 featured four versions of Food deck, while the *Mythic Championship VI* featured six versions of Food, with *Ondrej Stráský* winning MC VI in a Simic Food mirror match at grand finals. [deck](18590) [card](Oko, Thief of Crowns) has been stealing the spotlight, making the mechanics of Food decks really strong. And albeit the finals were a mirror match of Simic Food, without this planeswalker the best option would be to use variations of *Sultai Food* - which was one of the Food decks that presented better results: [deck](18938) One of the deck's main interactions is between [card](Cauldron Familiar) and [card](Witch's Oven), as we can sacrifice the cat to generate a Food token and then use the food to return the cat to the battlefield, using it as a blocker to creatures without trample, on top of both giving us 1 life point and dealing 1 damage to our opponents. As basic cards for our strategy, we'll keep 4 copies of each. *Besides them, we have other cards to generate or take advantage of Food:* [card](Gilded Goose) is a 0/2 creature with flying and only 1 green mana cost that already creates a Food token by entering the battlefield. We can either tap it at the cost of sacrificing 1 Food to generate mana of any color (being used as a ramp) or tap it at the cost of 1 green and 1 generic mana to create a Food token (thus being a great Food generator). Despite its versatility, we will use only 3 copies instead of 4. We'll add 4 copies of [card](Savvy Hunter), a creature that creates a Food token when it attacks or blocks. It also allows us to sacrifice 2 Foods to draw a card. We will also add 1 copy of [card](Feasting Troll King), a 7/6 creature with vigilance and trample that creates 3 Food tokens when entering the battlefield being cast from our hand. During our turn we can also sacrifice 3 Foods to return [card](Feasting Troll King) from our graveyard to our field. All 4 copies of [card](Trail of Crumbs) are kept - an enchantment that also creates a Food token when entering the battlefield. Whenever we sacrifice a Food, we may pay 1 generic mana to look at the top two cards of our library and place a permanent from among them in our hand, putting the remaining cards into the bottom of our library in any order. Furthermore, we will add 4 copies of [card](Giant Opportunity), a sorcery that allows us to sacrifice 2 Foods to create a 7/7 green Giant creature token. Otherwise (if we don't have 2 Foods or if we think it's not worth it), it creates 3 Food tokens. [card](Gingerbread Cabin) is a land that enters the battlefield tapped unless we control three or more forests (not including itself), but it generates a Food token if it enters untapped. We'll add 4 copies of it. We'll increase [card](Wicked Wolf) copies from 2 to 4. This card is a wolf that fights up to one target creature we don't control upon entering the field. We can also sacrifice a Food so that it gets a +1/+1 counter, in doing so it will be tapped and will gain indestructible until end of the turn. *Besides the Food side of the deck, we have the control one:* We will add 4 copies of [card](Mystical Dispute), an instant that counters target spell unless its controller pays 3 generic mana, and if the target is a blue spell we will only pay 1 blue mana to cast it. In addition, we'll also put 4 copies of [card](Frilled Mystic), a creature with flash that may counter a target spell when entering the battlefield. Finally, we will add 2 copies of [card](Casualties of War), a sorcery that allows us to destroy a target artifact, creature, enchantment, land and planeswalker - but only 1 of each. *Here's our final list:* [deck](18937) In short, our strategy is to use the interaction between [card](Cauldron Familiar) and [card](Witch's Oven) to keep us alive as we shorten our opponent's life, create a lot of Food tokens (which may also help in our survivability) so we can "feed" our creatures to activate their abilities and we use the control side of the deck to address our opponent's main threats. I hope you enjoyed this deck and see you soon!
What's up, players? How are you? Today we will explore the uncharted jungle that is the Pioneer format, so put on your Indiana Jones fedora and let's go! In this article I bring you a combo deck... *Four Color Ascendancy.* Many of you might already be asking: - But a 4-colored deck in Pioneer? Does it even work? Don't fret, in this deck we absolutely can organize our mana, so on we go. [image](https://cardsrealm.com/images/cartas/en/ktk-khans-of-tarkir-jeskai-ascendancy-180.jpg) *DECK GOAL* Four Color Ascendancy requires 2 cards to set up its combo, [card](Jeskai Ascendancy) on the battlefield and [card](Sylvan Awakening) to transform our lands into creatures. After that, we'll need a cost 1 spell to actually start the combo. Our land-creatures will untap and get +1/+1 until end of turn. In addition to having a large mana pool, we can still grant some kind of evasion ability to our creatures, often dealing over 20 damage points to our opponents. With the cards we have in our possession, we can probably play our combo in the 4th or 5th turn with ease (not so much if you're playing against a control deck). [image](https://cardsrealm.com/images/cartas/en/dom-dominaria-sylvan-awakening-183.jpg) *DECK BUILDING* There are several ways we can build this deck. We can focus on using only non-creature spells or maybe taking out some of these spells and using creatures that help with our mana base. I prefer going with creatures because they give us the consistency we need in our combo. [card](Sylvan Caryatid) and [card](Paradise Druid) help us with our mana base, on top of having hexproof (giving them evasion against removals). [card](Rosethorn Acolyte) also helps with our mana base. [card](Attune with Aether), besides searching for basic lands, gives us 2 energy counters we can use with [card](Aether Hub), making it both very important cards on the deck. [card](Commune with the Gods) let us look and pick 1 enchantment (or creature) among the top 5 cards of our library, so we can search for [card](Jeskai Ascendancy) - which is crucial to our combo. After that, we put the 4 remaining cards in the graveyard, which in turn can help us cast [card](Dig Through Time) and [card](Treasure Cruise), because both have delve (for each generic mana in their total cost, we may exile a card from our graveyard rather than pay that mana). Another card that helps us with searching our library and also filling our graveyard is [card](Strategic Planning). And we have cards that give the creatures evasion abilites. [card](Crash Through) gives trample and [card](Slip Through Space) makes target creature unblockable for a turn. In addition to evasion, these two cards guarantee a draw. Mana base is a little tricky, but [card](Aether Hub) and [card](Mana Confluence) are the main cards that help with that. Shock lands also aid a lot, especially [card](Breeding Pool), [card](Stomping Ground) and [card](Temple Garden). We also have assistance from [card](Unbridled Growth) - and it only costs 1 green mana. Below I present you with two decks, one with creatures and another with only spells. *Creature-focused deck* [deck](18534) *Spell-focused deck* [deck](17611) *CARD SUBSTITUTION* Yes, we can try to budget our deck or even adapt it if we don't have all the cards in the combo. However, some things cannot be removed: [card](Jeskai Ascendancy) is the main deck card, [card](Aether Hub) is cheap, [card](Breeding Pool) is a major shock land, [card](Sylvan Caryatid) avoids most of removals from the Pioneer format. Therefore, these 4 cards are a must. [card](Botanical Sanctum) can be replaced by [card](Hinterland Harbor). [card](Mana Confluence) can be replaced by shock lands like [card](Stomping Ground) and [card](Temple Garden). Finally, [card](Sylvan Awakening) can be replaced with [card](Elemental Uprising). Unfortunately it only transforms a single land (instead of all of our lands), so we'll need to rely a lot on our evasion spells. *Deck with the substitutions* [deck](18535) *CONCLUSION* Ou combo is fast and consistent, but suffers against control decks and sideboard cards that can destroy enchantments or permanents like [card](Abrupt Decay) and [card](Assassin's Trophy). Against that we can switch to a more aggressive strategy with [card](Saheeli, Sublime Artificer), placing 1/1 creature tokens to attack and block. However, the deck is very fun, and so is its combo (unlike those strategies that take hours to kill the opponent) - so you'll love playing with this deck. [image](https://cardsrealm.com/images/cartas/en/war-war-of-the-spark-saheeli-sublime-artificer-234.jpg) That's all for today, I hope you enjoyed the article and that you understood the deck. Please leave your feedback for improvement. See you guys later!
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! *Ken Yukuhiro* was one of the Top 8 players at *Mythic Championship V* while using the *Mardu Knights* deck. [deck](18325) *Right off the bat we have some aggressive (or aggro) cards:* We have [card](Fervent Champion) which is a 1/1 creature with both first strike and haste costing only 1 red mana. Whenever it attacks, another target attacking Knight we control gets +1/+0 until end of turn - and in our budget deck, that means all of our creatures. On top of that, our equip abilites targeting [card](Fervent Champion) will cost 3 less mana to activate (so we're able to use any equipment of this deck without paying its costs). For our budget version we will decrease the number of copies from 4 to 3. [card](Knight of the Ebon Legion) is a great card with 1 mana cost, but for budget reasons we will replace all 4 copies of it with [card](Foulmire Knight) - a 1/1 creature that costs 1 black mana and has deathtouch (so any amount of damage he deals to a creature is enough to destroy it). Although it doesn't buff itself like the other Knight, it still can be lethal. In addition, it also can be played as the instant adventure Profane Insight - that makes us draw a card and lose 1 life, we then exile this creature and may cast it later from said exile. We'll add 3 copies of [card](Worthy Knight), a 2/2 Knight that creates a 1/1 white Human creature token whenever we cast a Knight spell (note that the spell does *not* need to be resolved, just cast) - creating a small army, which helps attacking our opponents even faster. We'll also add 4 copies of [card](Smitten Swordmaster), a 2/1 creature with lifelink (damage dealt by this creature also causes you to gain that much life). It also can be played as the sorcery adventure Curry Favor - which both grants us X life and causes each opponent to lose X life, where X is the number of Knights we control. This adventure can win us the game at later stages or it can keep us alive longer. Moving on, we'll keep all 4 copies of [card](Blacklance Paragon), a 3/1 creature with flash that, when entering the battlefield, grants deathtouch and lifelink until end of turn to a target Knight (which may be himself). This strategy can serve as a removal of sorts. We are also keeping all 4 copies of [card](Acclaimed Contender), a 3/3 creature that when enters the field (while we control another Knight) let us look at the top five cards of our library. We then may reveal a Knight, Aura, Equipment or legendary artifact among them and put it into our hand. The rest goes on the bottom of our library in a random order. Unfortunately, we'll have to get rid of all copies of [card](Rotting Regisaur) for budget reasons. *Besides our main attackers, we have some cards that will increase the attack of our creatures:* [card](Inspiring Veteran) grants +1/+1 to other Knights we control - and we'll keep all 4 copies of it. We'll also keep the 4 [card](Rimrock Knight) cards, a 3/1 creature that can't block, but can be played as the instant adventure Boulder Rush - that grants +2/+0 to target creature until end of turn. Furthermore, we'll keep 4 copies of [card](Steelclaw Lance), an equipment that grants +2/+2 to the equipped creature. We can equip a Knight for only 1 generic mana or any other creature for 3 generic mana. We'll add a copy of [card](Mace of the Valiant), an equipment that grants the equipped creature vigilance (attacking doesn't cause the creature to tap) and +1/+1 for each charge counter on [card](Mace of the Valiant). We put a charge counter on it whenever a creature enters the battlefield under our control. Sadly, we'll drastically decrease [card](Embercleave) copies from 4 to only 1 - this legendary artifact equipment has flash (so we may cast it at any time we could cast an instant) and will grant +1/+1, double strike and trample to the equipped creature. Despite its high cost, it will cost 1 less generic mana for each attacking creature we control, and we can immediately attach [card](Embercleave) when it enters the battlefield to a creature we control. Later, if necessary, we can equip it at the cost of 3 generic manas. *Closing out our list, we have the following mana base:* We will keep 4 [card](Tournament Grounds), which can be tapped to add a colorless mana or can be tapped to generate 1 red, 1 white or 1 black mana - but this colored mana can only be spent to cast a Knight or Equipment. And to stay within our budget, we'll have to remove all copies of [card](Blood Crypt), [card](Sacred Foundry) and [card](Godless Shrine). Finally, we'll use 8 [card](Mountain) cards, 7 [card](Swamp) cards and 5 [card](Plains). *After all that we get the following deck:* [deck](18324) In short, our strategy is to fill the battlefield with our Knights as quickly as possible, increase their attack and swiftly finish the game before the opponent even has a chance to react. Against other aggro decks we can keep going aggressive as well. We can catch our breath with [card](Smitten Swordmaster) and its adventure Curry Favor and we can hold on to the opponent's aggression with our Human tokens created by [card](Worthy Knight). When facing control decks, we once more rely on our quick and successive attacks, trying to end the game before the opponent can gain much control - being careful to play [card](Embercleave) at the right time. I hope you enjoyed this deck and see you soon!