Details on specific card selections are listed below the decklist along with a general idea of the deck's strategy. I also appreciate any feedback people are willing to offer.
I chose to build this deck because it seemed like the least popular of the uncommon cycle of legendary creatures. It also had a powerful affect in terms of damage potential and it is a color combination that I don't generally venture into as a pretty devoted player of the Dega color wedge.
Hallar, the Firefletcher, as a card, cares about a handful of things. First and foremost are +1/+1 counters and spells with Kicker. Secondly they care about doing damage to all players. Hallar is an elf which also opens up that as a potential thing to care about, though Hallar does not directly care. With Hallar caring about +1/+1 counters, it means that the deck also should care about creature size and bonuses from having large creatures since we want a large Hallar.
So in summary this deck wants to get +1/+1 counters onto creatures, especially our general. This deck also wants to do damage to all players on the board but can also go tall with a voltron strategy due to Hallar being aggressively costed and having trample. We also care about being/having elves as a support strategy. Lastly, we are slightly concerned with having big creatures.
Many Kicker spells are not worth the converted mana cost needed to cast them so I focused on picking out which Kickers actually worked with the deck and then went in on ways to recur those spells. This is why you see Den Protector, Eternal Witness, Greenwarden of Murasa, and Temur Sabertooth. Also being in the red-green color pairing, we're limited on tutors except for creatures so the creatures we have with kicker are some of our most important since they are the easiest to ensure we have them in our hand. Since Hallar is competing against a couple other decks in my collection for use of staple cards, I went with Summoner's Pact, Elvish Harbinger, and Fauna Shaman for tutoring.
Joraga Warcaller in particular checks several boxes since it cares about the number of counters on it, it cares about other elves, and it has kicker. Vines of Vastwood is another pick that supports several strategies which is to say that it has kicker, it keeps Hallar on the field, and it can allow us to increase Hallar's size as a combat trick which is not irrelevant. Comet Storm, Molten Disaster, and Breath of Darigaaz all put pressure on our opponents' life totals which being kicker spells as well.
It's going to be difficult to just 40 each opponent using counters since I expect they will be looking to remove Hallar whenever possible. We are running Purphoros, God of the Forge, Throne of the God-Pharaoh, and Ruric Thar, the Unbowed specifically to help pressure our opponents' life totals. We're running a lot of creatures since we're running an elf-subtheme which feeds Purphorus. This is also supported by Throne of the God-Pharoah which rewards us for using our mana dorks outside of swinging with them. Ruric Thar also does serious pressure to our opponents and will allow us a bit of flexibility in preventing our opponents from responding late game. Impact Tremors and Zhur-Taa Druid are probably also going to find their way into the deck but I haven't decided on a place for them yet.
Rishkar's Expertise and Harmonize are staple draw cards for green with Expertise having a nice synergy with the big stuff matters synergies in the deck. Snake Umbra helps protect Hallar and when we have it equipped to a creature that does damage to all opponents, you draw a card for each opponent damaged which is nice.
Woodfall Primus likes having +1/+1 counters on it and is a nice recursive threat that beefs up our spot removal.
Thank you for reading, feedback is always welcome.
I was looking through Gatherer and spitballing ideas and it seemed like a lot of the new Eldrazi would offer a lot of synergy with Oona, Queen of the Fae. Her ability seems particularly good with Oblivion Sower since it specifies you can put in any number of lands in exile, not just lands exiled by Sower's ability. The Eldrazi Scions can fuel Oona activations and Oona herself is already token centric so Grave Pact style effects work well too.
My experience with alternative mulligan rules was that everyone gets one freebie and then -1 for each subsequent mull. Hands are set aside instead of shuffled in right away until a hand is kept to speed up the process & to help prevent hand sculpting.
Edit: This is also simple & intuitive so it is easy to adopt.
Whip of Erebos/Basilisk Collar/Bow of Nylea - All of these cards synergize very strongly with creatures that do direct damage to other creatures or players and can help you even out games against faster and more aggressive decks. Whip is great for supporting your reanimator theme and Bow on top of its usefulness with combat damage dealing creatures is a fantastic utility card all over.
Another card is Diabolic Intent. While the card itself is a little expensive, it is a great fit for your deck since it feeds the graveyard and tutors for recursion.
Been testing around some of the cards to come out of the new pre-cons. Nothing jumped out at me except for Ob Nixilis of the Black Oath and Arcane Lighthouse. The lighthouse is a metagame call if you're in an area where hexproof generals such as Uril or Narset are causing trouble. Ob Nixilis is looking like it'll be a permanent include over Well of Lost Dreams. While it doesn't fulfill the card draw function unless you get his ultimate off, he spits out demons, plays nice with some of the life gain effects in the deck, and lets me have a form of board presence that survives many of my own wipes. Still need to dig into the primer and update the list but I've gotten over my qualms with losing some of the deck's identity to make it a more competitive deck (at least in my meta, your mileage may vary). Merry Christmas all.
This is more for my own use. I'm working revising the main post which is going to involve an extensive overhaul so getting ideas in here for what I want to say.
What I've cut and why:
Weathered Wayfarer - Honestly, I cut this because the deck was too durdle-y as it was. While I slightly less frequently set up Coffers/Urborg, for the most part, I haven't noticed this being missing.
Knight of the White Orchid - Tutoring for a plains is great but again, I felt that it wasn't doing enough in the deck. Additionally this was also a cut because I started running a more wrath heavy deck.
Burnished Heart - Most likely going back in once I figure out what to take out for it.
Crypt Rats - My heart kind of broke having to cut this but the honest answer was it just wasn't consistently passing muster. Too much investment for something that was so susceptible to removal that also purged itself after use.
Necrotic Sliver - I felt the deck had enough removal that I didn't need a six mana Vindicate.
Baneslayer Angel - This was still in the deck when the core of the deck was turn lifelink dudes sideways. A great card but as the deck moved away from winning through combat damage and the increased number of wraths, I felt that it was no longer pulling its weight.
Magma Phoenix - Another victim of the overly Timmy nature of the original build. While I loved it, much like Crypt Rats, it was too much investment to set-up for not enough easily disruptable gain.
Stonehewer Giant - Likely going back in the deck when I figure out what to cut.
Thrashing Wumpus - Crypt Rats more expensive big brother. Cut for the same reasons except that it wasn't nearly as mana efficient.
Kokusho, the Evening Star - While not a terrible card and a great value when it hits the graveyard, the deck doesn't have enough ways to consistently force it into the graveyard or to recur it one its their.
Ulamog, the Infinite Gyre - Cut to lower the mana cost of the deck and to free up other spots (Eye of Ugin). An actual wincon on its own if you manage to get boots or greaves on it but otherwise, just a big beater that made mill players hate life.
Unexpectedly Absent - Cut for more reliable removal that doesn't require a huge mana investment or that an opponent be in the middle of a search deck trigger to be useful.
Hammer of Purphoros - Moved away from aggro as a wincon so this becomes less relevant.
Exquisite Blood - Decided to remove infinite combos from the deck. No good reason not to have this otherwise.
Sword of Feast and Famine - Used to create a janky combo with Crypt Rats. It worked but with less creatures in the deck there was less need for equipment.
Crucible of Worlds - Cut because this instantly made me a target in whatever game I was playing in because nobody likes lolStripMine recursion and I didn't get to use it often enough to warrant its inclusion.
Oblivion Stone - Came out for All is Dust which filled the exact same role. Depending on the meta, this may come back in.
Evolving Wilds/Rocky Tar Pit - Became more basics as non-basic hate in my meta increased. Also these came into play tapped and were largely included because of synergy with the now removed Crucible of Worlds.
What I've added and why:
Erebos, God of the Dead - An indestructible Greed that randomly swings for damanage and stops my opponents from gaining life.
Treasury Thrull - Recurs important combo pieces when swings ala Sun Titan but also has extort which is useful in a deck that runs as much spot removal as this one.
Anger of the Gods, Toxic Deluge, Damnation, Wrath of God, End Hostilities - Creature hate. Toxic Deluge and Anger of the Gods are the least expensive wraths the deck runs as of the moment. Damnation and Wrath of God also fill in the curve a bit. End Hostilities is amazing against voltron generals that aren't indestructible.
Land Tax - Card filtering and incredible synergy with Scroll Rack.
Reito Lantern - Allows me to recycle instants for use with Sunforger. Also allows me to protect key cards from graveyard hate. May become Soldevi Digger.
Scroll Rack - Amazing draw engine with Land Tax in play.
Pristine Talisman - Consistent life gain that also ramps. Lets me play with my life total when using Heartless.
Well of Lost Dreams - With as much incidental lifegain as this deck has, its usually a damageless Greed though somewhat inconsistent. May become Increasing Ambition
Misteveil Plains - Lets me recycle cards to use with Sunforger which is useful.
Boseiju, Who Shelters All - With the increased spell focus in the deck, this allows me some game against blue or combo.
Cards I'm looking at including:
Deflecting Palm - Because everybody hates lethal general damage.
Identity Crisis - Have a bit of a problem with blue control. If I can sneak this in under Boseiju it serves a dual purpose of wiping out an opponent hand and graveyard.
Heliod, God of the Sun - Having an indestrustible token generator (which ensures I always have something to add Sunforger to) seems good. Plus I've noticed a lack of white permanents in my deck which makes it hard to get Mistveil to go off.
Soldevi Digger - Might replace Reito Lantern as it is more efficient mana wise but less abusable since it can only target the top card.
This is what I'm running as of this moment. My meta took a turn toward the faster weenie style decks and I wasn't able to keep up with the previous build. I miss a lot of my favorite synergies (Crypt Rats/Wumpus/Phoenix + Basilisk Collar) but taking out a lot of those elements has made the deck faster and more consistent. I increased the number of wipes which meant I needed to decrease the focus on creatures.
Almost none of the creatures in Khans were a good fit for the deck. Mardu's focus on tokens doesn't support the overall theme of this deck but the khan of the Mardu hisself, Zurgo Helmsmasher would go well in the deck if I focused more on "destroy" wraths not exile/tuck wraths and had a bigger voltron package. Goblinslide has some potential considering the number of non-creature spells this deck runs and might warrant further test for the enchantments released this set. Mardu Banner may come in for Pristine Talisman since it potentially cantrips and is on color but the incidental lifegain from the Talisman is hard for me to move away from. I also like Ugin's Nexus is also a lovely piece of hate which I really like. Crackling Doom and Utter End both jump out at me as viable in this deck with Utter End probably going in over Mortify because of its increased utility and the fact that it exiles. End Hostilities is a great piece and is going in the deck (I just haven't found where) because of the fact that it shores up one of the harder things for this deck to deal with: good voltron decks. Neither of the planeswalkers from this set merit a place in the deck. They are both solid but just don't fit the theme.
Edit: Finally got the formatting to work on the main post for the first time since the migration to the new boards. Woot! Now to spend the next 6 or 7 hours deciding whether or not updating the decklist with what I have above is worthwhile since I feel the above deck is more generic and loses the spirit of the original deck...
Scourge is not bad but I cut it to lower my overall curve. I was having issues with faster decks blowing me out but this isn't to say it won't work. Test it out in your meta and take a try for yourself. Utter End is an auto include over Unmake or Mortify. I just picked up a Crackling Doom and will be testing that out in the deck soon, just not certain what to cut for it. I also have a new version of the deck I've drafted. I'm not sure if I'm going to keep it because it took out a lot of my favorite synergies to make it more competitive (at least in my meta) but I'll get it posted up in the next day or three when I have a chance to list it all out.
Not really a critter but the Skyship Weatherlight looks fun. When it comes into play, grab one card and immediately use it (if you can afford to, otherwise fail to find so you aren't losing cards). Afterward blink it with Brago and grab two cards. Use the Weatherlight immediately and then again on your next turn after untap. Rinse, repeat.
When I mean core/must-have cards, cards like Purphoros and Food Chain in a Prossh EDH deck. Core or Vital like the deck will not function properly without those cards. For example, this is from the Prossh Primer:
1 Purphoros, God of the Forge $ 9.36 - Can't really go without this guy, so if you don't already have one I'd pick it up. OR 1 Phyrexian Tower $ 13.11 - I can't recommend this card highly enough. if Prossh gets tucked it's a bad deal, so I try to keep this and the High Market available at all times. I honestly can't get around it, I consider it a must have.
Is is possible to do a budget version of this deck, but say that my criteria was only cards equal or under $10 unless a card is core/must-have to the deck?
It really depends on what you mean by core/must haves to keep it as a sort of budget deck. I think that you'll lose some of the tricks in the deck but the great thing about EDH is that even inexpensive cards can be very powerful in a game. A couple suggestions off the top of my head that could be used to budgetify the deck:
1. Replace expensive nonbasic lands with a greater emphasis on basic lands. You can also take greater advantage of this by running cards like Blood Moon and Magus of the Moon (not strictly budget but they are cheaper than fetches and duals). Contamination can also work as a way to help fix black mana in a pinch while still being useful in outside cases.
3. If you don't want to put in money for a Stoneforge Mystic (which I don't suggest since it also tutors up good cards like Lightning Greaves) and Batterskull, you could actually force the deck more toward enchantments instead of equipment. This opens up some cards that there wasn't room in the deck to add like Spirit Loop to replace Basilisk Collar and some interesting effects like Enduring Ideal and throwing in Erebos, God of the Dead, Athreos, God of Passage, and Iroas, God of Victory and the Bestow creatures from THS and BNG that give lifelink and deathtouch. Plea for Guidance can also be used in a pinch though I do think it is a bit too expensive to not work replacing ASAP.
While this isn't all inclusive or necessarily the best route to take with a budget build (I haven't tried it yet), I hope it gives you a good starting point. Let me know how it goes and if you want to suggest any specific budget picks or cuts.
Really like this take on the deck. You chose a strategy that fits quite nicely with the general, but does not fold without it. It could use your advice on my Oros deck. It has a different angle from your deck, but you might have some refreshing ideas
I do think you also have quite a high average CMC. Do you ever run into problems with that?
If multiple people apply direct pressure or a single super aggressive deck does (particularly if it is a Voltron deck), it can be problematic if I don't hit a sweeper or a couple spot removal spells. Hardcore blue counter decks can also be frustrating since their "removal" is a lot more efficient than our somewhat expensive spells. You can get around this by hitting a couple board wipes or against non-voltron aggro decks you can generally blow them out with any of the damage dealing effect creatures with lifelink.
Hello, I play a shell of this commander as well, and a great card for me has been Past in Flames. Just throwing it out there. I run a little different theme than lifegain though!
I do like Past in Flames and have used it in a mono red deck I built a while ago. Do you have any particular synergies or tricks you'd recommend when using it?
1 Hallar, the Firefletcher
Creatures (33)
1 Ulvenwald Tracker
1 Birds of Paradise
1 Elvish Mystic
1 Llanowar Elves
1 Fyndhorn Elves
1 Arbor Elf
1 Fauna Shaman
1 Gyre Sage
1 Priest of Titania
1 Eternal Witness
1 Reclamation Sage
1 Wood Elves
1 Farhaven Elf
1 Ezuri, Renegade Leader
1 Elvish Harbinger
1 Rishkar, Peema Renegade
1 Joraga Warcaller
1 Elvish Archdruid
1 Marwyn, the Nurturer
1 Selvala, Heart of the Wilds
1 Ivy Lane Denizen
1 Forgotten Ancient
1 Den Protector
1 Temur Sabertooth
1 Goblin Ruinblaster
1 Purphoros, God of the Forge
1 Kalonian Hydra
1 Mold Shambler
1 Ruric Thar, the Unbowed
1 Vigor
1 Greenwarden of Murasa
1 Thicket Elemental
1 Woodfall Primus
1 Sol Ring
1 Everflowing Chalice
1 Throne of the God-Pharaoh
1 Herald's Horn
1 Vanquisher's Banner
Artifact - Equipment (3)
1 Lightning Greaves
1 Swiftfoot Boots
1 Ring of Kalonia
Enchantment (5)
1 Hardened Scales
1 Evolutionary Escalation
1 Growing Rites of Itlimoc
1 Doubling Season
1 Gratuitous Violence
Enchantment - Aura (1)
1 Snake Umbra
Instants (7)
1 Vines of Vastwood
1 Overload
1 Beast Within
1 Summoner's Pact
1 Urza's Rage
1 Comet Storm
1 Strength of the Tajuru
Sorceries (12)
1 Regrowth
1 Rampant Growth
1 Hull Breach
1 Cultivate
1 Kodama's Reach
1 Harmonize
1 Breath of Darigaaz
1 Grow from the Ashes
1 Verdant Confluence
1 Rishkar's Expertise
1 Hunting Wilds
1 Molten Disaster
1 Mosswort Bridge
1 Tectonic Edge
1 Scavenger Grounds
1 Temple of the False God
1 Oran-Rief, the Vastwood
1 Opal Palace
1 Path of Ancestry
1 Temple of Abandon
1 Rootbound Crag
1 Karplusan Forest
1 Command Tower
1 Evolving Wilds
1 Terramorphic Expanse
Lands - Basic (20)
6 Mountain
14 Forest
I chose to build this deck because it seemed like the least popular of the uncommon cycle of legendary creatures. It also had a powerful affect in terms of damage potential and it is a color combination that I don't generally venture into as a pretty devoted player of the Dega color wedge.
Hallar, the Firefletcher, as a card, cares about a handful of things. First and foremost are +1/+1 counters and spells with Kicker. Secondly they care about doing damage to all players. Hallar is an elf which also opens up that as a potential thing to care about, though Hallar does not directly care. With Hallar caring about +1/+1 counters, it means that the deck also should care about creature size and bonuses from having large creatures since we want a large Hallar.
So in summary this deck wants to get +1/+1 counters onto creatures, especially our general. This deck also wants to do damage to all players on the board but can also go tall with a voltron strategy due to Hallar being aggressively costed and having trample. We also care about being/having elves as a support strategy. Lastly, we are slightly concerned with having big creatures.
Many Kicker spells are not worth the converted mana cost needed to cast them so I focused on picking out which Kickers actually worked with the deck and then went in on ways to recur those spells. This is why you see Den Protector, Eternal Witness, Greenwarden of Murasa, and Temur Sabertooth. Also being in the red-green color pairing, we're limited on tutors except for creatures so the creatures we have with kicker are some of our most important since they are the easiest to ensure we have them in our hand. Since Hallar is competing against a couple other decks in my collection for use of staple cards, I went with Summoner's Pact, Elvish Harbinger, and Fauna Shaman for tutoring.
Joraga Warcaller in particular checks several boxes since it cares about the number of counters on it, it cares about other elves, and it has kicker. Vines of Vastwood is another pick that supports several strategies which is to say that it has kicker, it keeps Hallar on the field, and it can allow us to increase Hallar's size as a combat trick which is not irrelevant. Comet Storm, Molten Disaster, and Breath of Darigaaz all put pressure on our opponents' life totals which being kicker spells as well.
It's going to be difficult to just 40 each opponent using counters since I expect they will be looking to remove Hallar whenever possible. We are running Purphoros, God of the Forge, Throne of the God-Pharaoh, and Ruric Thar, the Unbowed specifically to help pressure our opponents' life totals. We're running a lot of creatures since we're running an elf-subtheme which feeds Purphorus. This is also supported by Throne of the God-Pharoah which rewards us for using our mana dorks outside of swinging with them. Ruric Thar also does serious pressure to our opponents and will allow us a bit of flexibility in preventing our opponents from responding late game. Impact Tremors and Zhur-Taa Druid are probably also going to find their way into the deck but I haven't decided on a place for them yet.
The reason I chose an elves matter shell is to give us access to mana acceleration as well as some card draw/filtering specific to tribal cards (Path of Ancestry, Herald's Horn, Vanquisher's Banner). Also a number of elves care greatly about +1/+1 counters either directly or indirectly. Gyre Sage, Marwyn, the Nurturer, and Selvala, Heart of the Wilds each get nutty with counters on them. As a back-up attack plan we also have Ezuri, Renegade Leader who is a mini-Kamahl that can also regenerate Hallar. Running a lot of dorks also makes Growing Rites of Itlimoc better worth it.
Rishkar's Expertise and Harmonize are staple draw cards for green with Expertise having a nice synergy with the big stuff matters synergies in the deck. Snake Umbra helps protect Hallar and when we have it equipped to a creature that does damage to all opponents, you draw a card for each opponent damaged which is nice.
Woodfall Primus likes having +1/+1 counters on it and is a nice recursive threat that beefs up our spot removal.
Thank you for reading, feedback is always welcome.
Pyromancer's Goggles and Fireball effects can get you there as well.
Edit: This is also simple & intuitive so it is easy to adopt.
Just a couple minor suggestions:
Whip of Erebos/Basilisk Collar/Bow of Nylea - All of these cards synergize very strongly with creatures that do direct damage to other creatures or players and can help you even out games against faster and more aggressive decks. Whip is great for supporting your reanimator theme and Bow on top of its usefulness with combat damage dealing creatures is a fantastic utility card all over.
Another card is Diabolic Intent. While the card itself is a little expensive, it is a great fit for your deck since it feeds the graveyard and tutors for recursion.
What I've cut and why:
Weathered Wayfarer - Honestly, I cut this because the deck was too durdle-y as it was. While I slightly less frequently set up Coffers/Urborg, for the most part, I haven't noticed this being missing.
Knight of the White Orchid - Tutoring for a plains is great but again, I felt that it wasn't doing enough in the deck. Additionally this was also a cut because I started running a more wrath heavy deck.
Burnished Heart - Most likely going back in once I figure out what to take out for it.
Crypt Rats - My heart kind of broke having to cut this but the honest answer was it just wasn't consistently passing muster. Too much investment for something that was so susceptible to removal that also purged itself after use.
Necrotic Sliver - I felt the deck had enough removal that I didn't need a six mana Vindicate.
Vampire Nighthawk - Again, good, but it wasn't passing muster.
Baneslayer Angel - This was still in the deck when the core of the deck was turn lifelink dudes sideways. A great card but as the deck moved away from winning through combat damage and the increased number of wraths, I felt that it was no longer pulling its weight.
Magma Phoenix - Another victim of the overly Timmy nature of the original build. While I loved it, much like Crypt Rats, it was too much investment to set-up for not enough easily disruptable gain.
Stonehewer Giant - Likely going back in the deck when I figure out what to cut.
Thrashing Wumpus - Crypt Rats more expensive big brother. Cut for the same reasons except that it wasn't nearly as mana efficient.
Kokusho, the Evening Star - While not a terrible card and a great value when it hits the graveyard, the deck doesn't have enough ways to consistently force it into the graveyard or to recur it one its their.
Ulamog, the Infinite Gyre - Cut to lower the mana cost of the deck and to free up other spots (Eye of Ugin). An actual wincon on its own if you manage to get boots or greaves on it but otherwise, just a big beater that made mill players hate life.
Unexpectedly Absent - Cut for more reliable removal that doesn't require a huge mana investment or that an opponent be in the middle of a search deck trigger to be useful.
Unmake - Unmake met its [[Utter End]].
Increasing Ambition - Stupid cut. Its going back in.
Hammer of Purphoros - Moved away from aggro as a wincon so this becomes less relevant.
Exquisite Blood - Decided to remove infinite combos from the deck. No good reason not to have this otherwise.
Sword of Feast and Famine - Used to create a janky combo with Crypt Rats. It worked but with less creatures in the deck there was less need for equipment.
Crucible of Worlds - Cut because this instantly made me a target in whatever game I was playing in because nobody likes lolStripMine recursion and I didn't get to use it often enough to warrant its inclusion.
Oblivion Stone - Came out for All is Dust which filled the exact same role. Depending on the meta, this may come back in.
Hall of the Bandit Lord - Became Boseiju, Who Shelters All with the decks change in focus from aggro to more control with a combo finisher.
Eye of Ugin - Came out to because I was no longer running Ulamog and allowed me to put Ancient Tomb in for more ramp.
Vault of the Archangel - Came out to turn into a Mistveil Plains.
Evolving Wilds/Rocky Tar Pit - Became more basics as non-basic hate in my meta increased. Also these came into play tapped and were largely included because of synergy with the now removed Crucible of Worlds.
What I've added and why:
Erebos, God of the Dead - An indestructible Greed that randomly swings for damanage and stops my opponents from gaining life.
Treasury Thrull - Recurs important combo pieces when swings ala Sun Titan but also has extort which is useful in a deck that runs as much spot removal as this one.
Anger of the Gods, Toxic Deluge, Damnation, Wrath of God, End Hostilities - Creature hate. Toxic Deluge and Anger of the Gods are the least expensive wraths the deck runs as of the moment. Damnation and Wrath of God also fill in the curve a bit. End Hostilities is amazing against voltron generals that aren't indestructible.
Land Tax - Card filtering and incredible synergy with Scroll Rack.
Mana Vault - A very efficient mana rock.
Reito Lantern - Allows me to recycle instants for use with Sunforger. Also allows me to protect key cards from graveyard hate. May become Soldevi Digger.
Scroll Rack - Amazing draw engine with Land Tax in play.
Pristine Talisman - Consistent life gain that also ramps. Lets me play with my life total when using Heartless.
Well of Lost Dreams - With as much incidental lifegain as this deck has, its usually a damageless Greed though somewhat inconsistent. May become Increasing Ambition
Misteveil Plains - Lets me recycle cards to use with Sunforger which is useful.
Boseiju, Who Shelters All - With the increased spell focus in the deck, this allows me some game against blue or combo.
Cards I'm looking at including:
Deflecting Palm - Because everybody hates lethal general damage.
Identity Crisis - Have a bit of a problem with blue control. If I can sneak this in under Boseiju it serves a dual purpose of wiping out an opponent hand and graveyard.
Heliod, God of the Sun - Having an indestrustible token generator (which ensures I always have something to add Sunforger to) seems good. Plus I've noticed a lack of white permanents in my deck which makes it hard to get Mistveil to go off.
Soldevi Digger - Might replace Reito Lantern as it is more efficient mana wise but less abusable since it can only target the top card.
6 Oros, the Avenger
Creatures//12
1 Serra Ascendant
2 Stoneforge Mystic
2 Vizkopa Guildmage
4 Academy Rector
4 Erebos, God of the Dead
4 Solemn Simulacrum
5 Heartless Hidetsugu
6 Godo, Bandit Warlord
6 Sun Titan
6 Treasury Thrull
6 Wurmcoil Engine
7 Gisela, Blade of Goldnight
Instants//8
1 Enlightened Tutor
1 Path to Exile
1 Swords to Plowshares
1 Vampiric Tutor
2 Boros Charm
3 Chaos Warp
3 Mortify
4 Return to Dust
Sorceries//18
1 Steelshaper's Gift
1 Vandalblast
2 Demonic Tutor
3 Anger of the Gods
3 Cruel Tutor
3 Toxic Deluge
3 Wheel of Fortune
4 Damnation
4 Wrath of God
5 Promise of Power
5 Rout
6 Austere Command
6 Merciless Eviction
6 Terminus
7 All is Dust
1 Land Tax
3 Necropotence
4 Greed
4 Whip of Erebos
5 Sanguine Bond
6 Wound Reflection
Equipment//5
1 Basilisk Collar
2 Lightning Greaves
2 Swiftfoot Boots
3 Sunforger
5 Batterskull
Artifacts//13
1 Expedition Map
1 Mana Vault
1 Nihil Spellbomb
1 Sensei's Divining Top
1 Sol Ring
2 Boros Signet
2 Orzhov Signet
2 Reito Lantern
2 Scroll Rack
3 Chromatic Lantern
3 Pristine Talisman
4 Well of Lost Dreams
5 Gilded Lotus
Lands//37
8 Plains
5 Swamp
3 Mountain
1 Arid Mesa
1 Bloodstained Mire
1 Marsh Flats
1 Blood Crypt
1 Sacred Foundry
1 Godless Shrine
1 Dragonskull Summit
1 Isolated Chapel
1 Clifftop Retreat
1 Scrubland
1 Graven Cairns
1 Rugged Prairie
1 Reflecting Pool
1 Command Tower
1 Urborg, Tomb of Yawgmoth
1 Bojuka Bog
1 Cabal Coffers
1 Temple of the False God
1 Mistveil Plains
1 Ancient Tomb
1 Boseiju, Who Shelters All
Almost none of the creatures in Khans were a good fit for the deck. Mardu's focus on tokens doesn't support the overall theme of this deck but the khan of the Mardu hisself, Zurgo Helmsmasher would go well in the deck if I focused more on "destroy" wraths not exile/tuck wraths and had a bigger voltron package. Goblinslide has some potential considering the number of non-creature spells this deck runs and might warrant further test for the enchantments released this set. Mardu Banner may come in for Pristine Talisman since it potentially cantrips and is on color but the incidental lifegain from the Talisman is hard for me to move away from. I also like Ugin's Nexus is also a lovely piece of hate which I really like. Crackling Doom and Utter End both jump out at me as viable in this deck with Utter End probably going in over Mortify because of its increased utility and the fact that it exiles. End Hostilities is a great piece and is going in the deck (I just haven't found where) because of the fact that it shores up one of the harder things for this deck to deal with: good voltron decks. Neither of the planeswalkers from this set merit a place in the deck. They are both solid but just don't fit the theme.
Edit: Finally got the formatting to work on the main post for the first time since the migration to the new boards. Woot! Now to spend the next 6 or 7 hours deciding whether or not updating the decklist with what I have above is worthwhile since I feel the above deck is more generic and loses the spirit of the original deck...
1. Replace expensive nonbasic lands with a greater emphasis on basic lands. You can also take greater advantage of this by running cards like Blood Moon and Magus of the Moon (not strictly budget but they are cheaper than fetches and duals). Contamination can also work as a way to help fix black mana in a pinch while still being useful in outside cases.
2. Demonic Tutor, Vampiric Tutor, and Cruel Tutor can all be replaced with Diabolic Tutor, Beseech the Queen, and Rune-Scarred Demon/Diabolic Revelation. Also a previous poster pointed out, using cards like Past in Flames can give you more mileage out of the tutors as well.
3. If you don't want to put in money for a Stoneforge Mystic (which I don't suggest since it also tutors up good cards like Lightning Greaves) and Batterskull, you could actually force the deck more toward enchantments instead of equipment. This opens up some cards that there wasn't room in the deck to add like Spirit Loop to replace Basilisk Collar and some interesting effects like Enduring Ideal and throwing in Erebos, God of the Dead, Athreos, God of Passage, and Iroas, God of Victory and the Bestow creatures from THS and BNG that give lifelink and deathtouch. Plea for Guidance can also be used in a pinch though I do think it is a bit too expensive to not work replacing ASAP.
4. Replace Serra Ascendant with Figure of Destiny, Baneslayer Angel with Divinity of Pride, Kokusho, the Evening Star with Ryusei, the Falling Star, and Ulamog, the Infinite Gyre with Scourge of Kher Ridges.
While this isn't all inclusive or necessarily the best route to take with a budget build (I haven't tried it yet), I hope it gives you a good starting point. Let me know how it goes and if you want to suggest any specific budget picks or cuts.