I've been playing magic for about 1 month and have had many revisions to my casual deck not made for any format please give recommendation just to make this an overall better deck, I keep my deck at 50 cards & with a very tight budget.
Usually, a legal deck, even in Casual, is 60 cards. Playing with 10 cards less gives a huge advantage. Not a problem if your playgroup is ok with this, but keep this in mind when playing against other people. And going up to 60 cards isn't that much of an issue really, since at least 4 of those 10 cards should be lands. Add a few more multiples of your cards and you are already there.
Well, if I've figured out your deck correctly, you mostly want to play defensively until you can get out something big/expensive to win the game with. But you also have some midrange cards to get to business earlier if need be. My advice will be under those assumptions. I'll also assume, that you want to keep all the rares and mythics in the deck, and maybe focus the deck around those.
So first, besides needing those 10 additional cards for the deck, you can upgrade your lands. Terramorphic Expanse and Evolving Wilds are the cheap fetchlands. They provide additional color fixing, and a way to get landfall for your Phoenix during your opponent's turn. Wind-Scarred Crag is a better version of Stone Quarry.
Your early game should be more defensive, with creatures that have big toughness to block early aggro. There are a number of Walls that can do this. Or you could try to get some early creatures with enters-the-battlefield or dies triggers, with which to trade up even if they die. Especially life gain should be had in this fashion, because pure life gain cards are really really bad, since you spend a card to practically do nothing to better your position in the game, you'll just die a turn later. That may give you an additioal turn, but your opponent also gets that additional turn, and he didn't spend a card to get it. You are one card down, in a color combination that is notorioulsy bad at getting more cards, and your game is practically the same or worse. Killing what is killing you is the way to go to stay alive.
You have a bunch of 1-shot cards, that are not removal. This, too, is receipt for card disadvantage, which you want to avoid when planning for a longer game. The longer a game is intended to last, the more valuable extra cards become. Sure Strike, Vampire's Zeal and Mighty Leap are all more suited for an aggro deck or midrange deck, where you want to put pressure on yur opponent or to get those last few points of damage through. I don't think, they fit into your deck. Try some of red's numerous burn in their stead, like Lightning Strike, to kill stuff and burn away your opponent's life to end the game. You also don't have the mass of creatures that you need to get good value out of Ethereal Guidance.
The Spellbomb is a pure cantrip in this deck, since you can't pay its green activation cost. But cantrips can be had cheaper and/or with more value in red and white. For example, there are a lot of cycling cards that offer this utility (draw a card for 2 mana), and also have other uses (their "main" uses). Cycling lands would also be an idea to try out. With Hour of Devastation having brought a new cycling ... cycle of lands, you should be able to get your hands on some Desert of the True and/or Desert of the Fervent.
Your own creatures, especially the bigger ones, will be prime targets for your opponents. So you need some ways to either get more, get them back, or protect them. Getting more means to draw more cards, which will be difficult in this color combination, and even then it will take a while. But more cantrips can certainly help. Adding more beefy creatures is also an option for this, not X/1s and X/2s, but 3/3s, 4/4s and 5/5s and such. Getting creatures back is possible with white to a degree, though I don't know how well you can get your hands on cards like Defy Death. Shouldn't be expensive, the problem will most likely be availability. Protecting your creatures is where white is strong. So you could add some variants of Apostle's Blessing or Ajani's Presence. There's lots out there, and you would be trading those cards 1 for 1 with your opponent's removal, so you don't get card disadvantage with those. Think of them as limited counterspells, as that is what they are primarily for: "countering" your opponent's removal.
Sooooo, I should replace/add the single cards, upgrade lands & get some fetch lands, replace weak cards for low cmc beefy cards, and also get some protective spells, replace the buff cards, and to end it, get some direct damage spells? Also, quick question, what are some good counters for artifact creatures & any good budget red/white planes walkers?
For artifacts, there are a number. I didn't check prices so if I hit one that's out of your budget, forgive me.
Abrade is a good tool, but I dislike that it doesn't target players. I've top deck that card often enough when I really wanted a bolt card that I stopped using it altogether.
I like Demolish but I think it's too mana intensive.
My meta has a horror of enchantments so I usually resort to classics like Disenchant that can whack the ocassional artifact.
Are you buying your cards online or at a game store? You can get anything online but game stores might not stock everything. It wouldn't hurt to visit them and ask what they have in stock to match your budget. They're usually pretty good.
When I'm in white and unsure about what specific card I would want as removal, I usually try out some all purpose answers first, like Oblivion Ring, Banishing Light, Cast Out, etc. Those cards can hit pretty much any permanent, so they can answer planeswalkers, creatures, artifacts, or creatures alike.
Artifact creatures are easy to answer, since they fall to both artifact hate and creature hate. You can burn or destroy them as creatures, and you can destroy them as artifacts. Having multiple card types makes a card more vulnerable, not less.
8x Plains
4x Stone Quarry
2x Gatstaf Arsonists
2x Atarka Efreet
2x Ember-Eye Wolf
2x Flameblade Angel
2x Gryff's Boon
2x Rebuke
2x Mighty Leap
2x Ethereal Guidance
1x Chaplain's Blessing
1x Always watching
1x Rest for the Weary
1x Iroas's Champion
1x Dragonmaster Outcast
1x Sure Strike
1x Lifespark Spellbomb
1x Settle the Wreckage
1x Gideon of the Trials
1x Akoum Firebird
1x Bright Reprisal
Usually, a legal deck, even in Casual, is 60 cards. Playing with 10 cards less gives a huge advantage. Not a problem if your playgroup is ok with this, but keep this in mind when playing against other people. And going up to 60 cards isn't that much of an issue really, since at least 4 of those 10 cards should be lands. Add a few more multiples of your cards and you are already there.
Well, if I've figured out your deck correctly, you mostly want to play defensively until you can get out something big/expensive to win the game with. But you also have some midrange cards to get to business earlier if need be. My advice will be under those assumptions. I'll also assume, that you want to keep all the rares and mythics in the deck, and maybe focus the deck around those.
So first, besides needing those 10 additional cards for the deck, you can upgrade your lands. Terramorphic Expanse and Evolving Wilds are the cheap fetchlands. They provide additional color fixing, and a way to get landfall for your Phoenix during your opponent's turn. Wind-Scarred Crag is a better version of Stone Quarry.
Your early game should be more defensive, with creatures that have big toughness to block early aggro. There are a number of Walls that can do this. Or you could try to get some early creatures with enters-the-battlefield or dies triggers, with which to trade up even if they die. Especially life gain should be had in this fashion, because pure life gain cards are really really bad, since you spend a card to practically do nothing to better your position in the game, you'll just die a turn later. That may give you an additioal turn, but your opponent also gets that additional turn, and he didn't spend a card to get it. You are one card down, in a color combination that is notorioulsy bad at getting more cards, and your game is practically the same or worse. Killing what is killing you is the way to go to stay alive.
You have a bunch of 1-shot cards, that are not removal. This, too, is receipt for card disadvantage, which you want to avoid when planning for a longer game. The longer a game is intended to last, the more valuable extra cards become. Sure Strike, Vampire's Zeal and Mighty Leap are all more suited for an aggro deck or midrange deck, where you want to put pressure on yur opponent or to get those last few points of damage through. I don't think, they fit into your deck. Try some of red's numerous burn in their stead, like Lightning Strike, to kill stuff and burn away your opponent's life to end the game. You also don't have the mass of creatures that you need to get good value out of Ethereal Guidance.
The Spellbomb is a pure cantrip in this deck, since you can't pay its green activation cost. But cantrips can be had cheaper and/or with more value in red and white. For example, there are a lot of cycling cards that offer this utility (draw a card for 2 mana), and also have other uses (their "main" uses). Cycling lands would also be an idea to try out. With Hour of Devastation having brought a new cycling ... cycle of lands, you should be able to get your hands on some Desert of the True and/or Desert of the Fervent.
Your own creatures, especially the bigger ones, will be prime targets for your opponents. So you need some ways to either get more, get them back, or protect them. Getting more means to draw more cards, which will be difficult in this color combination, and even then it will take a while. But more cantrips can certainly help. Adding more beefy creatures is also an option for this, not X/1s and X/2s, but 3/3s, 4/4s and 5/5s and such. Getting creatures back is possible with white to a degree, though I don't know how well you can get your hands on cards like Defy Death. Shouldn't be expensive, the problem will most likely be availability. Protecting your creatures is where white is strong. So you could add some variants of Apostle's Blessing or Ajani's Presence. There's lots out there, and you would be trading those cards 1 for 1 with your opponent's removal, so you don't get card disadvantage with those. Think of them as limited counterspells, as that is what they are primarily for: "countering" your opponent's removal.
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
Abrade is a good tool, but I dislike that it doesn't target players. I've top deck that card often enough when I really wanted a bolt card that I stopped using it altogether.
I like Demolish but I think it's too mana intensive.
My meta has a horror of enchantments so I usually resort to classics like Disenchant that can whack the ocassional artifact.
There are a plethora of cards to choose from. I tried a direct link to Gatherer, but I'm malforming the URL. Use the advanced search here: http://gatherer.wizards.com/Pages/Advanced.aspx
Are you buying your cards online or at a game store? You can get anything online but game stores might not stock everything. It wouldn't hurt to visit them and ask what they have in stock to match your budget. They're usually pretty good.
Artifact creatures are easy to answer, since they fall to both artifact hate and creature hate. You can burn or destroy them as creatures, and you can destroy them as artifacts. Having multiple card types makes a card more vulnerable, not less.
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)