When the new pre-cons came out, my play group started a league with the following rules: pick a pre-con and only change 2 cards a week. New cards must be under $10 (tcg mid). And no tutor cards (other than for basics). We just completed week 6, and are about to start week 7.
My overall deck strategy is combo. Being on a budget makes this a more difficult goal than normal.
I started out making changes geared towards more ramp and more card draw.
Since the deck already comes with a few token generating cards, I decided to expand on that theme as well.
I use the tokens to fuel my combos, card draw, feed my commander, blockers to protect my commander, etc.
My current plans are to get some ways to generate infinite mana into the deck, then add ways to find it faster, protect it, and win conditions using it.
Here is my current deck list:
4 Daretti, Scrap Savant
Removal / Defense
2 Impact Resonance
2 Swiftfoot Boots
3 Spitebellows
3 Chaos Warp
4 Flametongue Kavu
5 Ingot Chewer
5 Volcanic Offering
5 Word of Seizing
5 Vandalblast
5 Kazuul, Tyrant of the Cliffs
7 Magmaquake
7 Spine of Ish Sah
7 Starstorm
7 Unstable Obelisk
8 Bogardan Hellkite
13 Blasphemous Act
Draw / Recursion
1 Goblin Welder
1 Faithless Looting
1 Skullclamp
2 Junk Diver
2 Myr Retriever
2 Ichor Wellspring
2 Mycosynth Wellspring
3 Jalum Tome
5 Scrap Mastery
5 Mind's Eye
6 Loreseeker's Stone
1 Sol Ring
2 Everflowing Chalice
2 Mind Stone
2 Ruby Medallion
2 Wayfarer's Bauble
3 Extraplanar Lens
3 Palladium Myr
3 Pilgrim's Eye
3 Commander's Sphere
3 Burnished Hart
4 Solemn Simulacrum
4 Thran Dynamo
5 Gilded Lotus
6 Caged Sun
Utility / Combo
2 Liquimetal Coating
2 Myr Sire
2 Nim Deathmantle
3 Cathodion
3 Dualcaster Mage
3 Ashnod's Altar
4 Beetleback Chief
4 Trading Post
4 Krark-Clan Ironworks
5 Memory Jar
Win Conditions
3 Feldon of the Third Path
4 Purphoros, God of the Forge
6 Wurmcoil Engine
6 Thopter Assembly
6 Hoard-Smelter Dragon
6 Steel Hellkite
7 Myr Battlesphere
7 Pentavus
7 Tyrant's Familiar
8 Bosh, Iron Golem
26 Mountain
0 Arcane Lighthouse
0 Buried Ruin
0 Darksteel Citadel
0 Myriad Landscape
0 Flamekin Village
0 Forgotten Cave
0 Ghost Quarter
0 Great Furnace
0 Phyrexia's Core
0 Reliquary Tower
0 Smoldering Crater
0 Temple of the False God
My overall deck strategy is combo. Being on a budget makes this a more difficult goal than normal.
I started out making changes geared towards more ramp and more card draw.
Since the deck already comes with a few token generating cards, I decided to expand on that theme as well.
I use the tokens to fuel my combos, card draw, feed my commander, blockers to protect my commander, etc.
My current plans are to get some ways to generate infinite mana into the deck, then add ways to find it faster, protect it, and win conditions using it.
Here are the changes I've made so far:
Week# Out > In
1 Pristine Talisman > Memory Jar
1 Panic Spellbomb > Skullclamp
2 Dreamstone Hedron > Extraplanar Lens
2 Fire Diamond > Burnished Hart
3 Bottle Gnomes > Vandalblast
3 Epochrasite > Thopter Assembly
4 Dormant Volcano > Myriad Landscape
4 Warmonger Hellkite > Purphoros, God of the Forge
4 Bitter Feud > Kazuul, Tyrant of the Cliffs
By week 4 none of could stand the land that bounces another untapped basic, so everyone got a free swap out.
5 Mountain > Ashnod's Altar
5 Mountain > Thran Dynamo
6 Mountain > Gilded Lotus
6 Tuktuk the Explorer > Mind's Eye
My proposed future changes: (the part where you come in)
7 Incite Rebellion > Nim Deathmantle
7 Whipflare > Krark clan ironworks
8 Spitebellows > Su-Chi
8 Flametongue Kavu > Darksteel Forge
9 Bogardan Hellkite > Flayer Husk
9 Jalum Tome > salvaging station
10 Ruby Medallion > Codex Shredder
10 Myr Sire > pyrite spellbomb
11 Mountain > Lotus Bloom
11 Beetleback Chief > Trash for Treasure
12 Ingot Chewer > Vedalken Orrery
12 Reliquary Tower > Unwinding Clock
13 Pilgrim's Eye > Hellkite Tyrant
13 Wayfarer's Bauble > Karn, Silver Golem