I had a very vague idea, but I made it work and after lots of tinkering, I think I made a pretty good budget deck. It's actually a modern deck (unintentionally) but I didn't want to post it in a forum flooded with competitive decks and I also wanted to get ideas for improving it as well.
It ran me about $20, which is pretty good for what it actually does.
My first iteration didn't do very well. So I did a LOT of tinkering and re-testing all day.
After much tinkering, I scavenged all of my cards for something to fill 3 spots and discovered Perilous Myr. One thing I realized when play-testing the deck, was the whole deck-thin-and-cycle thing with Elixir of Immortality worked nicely. So Perilous Myr really adds some value into the late game, because chump blocking is really important in this deck to stave off anything that Fog Bank can't. So you can chump block, deal damage back, use Elixir and keep drawing them back out.
So here it is, a VERY low budget deck that snow-balls into lots of fun.
Okay, 2 months of playtesting later and here are my thoughts. It's a fun casual low-budget deck and does what it's supposed to do, but it's still missing something. I'm a huge fan of the new dual land (Pathway) cycle, so I added a playset of the UB Pathways to it, which cost me about $10. So now it's a $30 deck and almost never has a mana issue.
One thing I'm going to playtest soon is using 4 less lands and putting Wanderer's Twig in. With everything but 6 cards having 1 CMC, (And with the help of those dual lands) I think 15 lands might actually work out nicely this way. The twig will accelerate the deck-thinning process and guarantee the UU I'll need when I need it for Recons/Tridents, but at the cost of slowing the win progress down a turn or two.
Another idea I'm thinking on trying is taking out Outcast for a set of Admiral's order.
The main issue with this deck trying to compete with better decks is that Fog Bank can only do so much for so long and getting an army of 1/1 unblockables big enough to pull the win usually takes longer than for the opponent to overwhelm or circumvent your strategy. Trample definitely makes it hard for this deck to win, as well, since Fog Bank can only chump for 2 against it. I'm open for ideas for what cards I could add to address this issue. There's definitely plenty of room for tweaking with this deck, so there's potential.
It ran me about $20, which is pretty good for what it actually does.
The core premise was to fill it with 1-cost unblockable creatures and run 6 cards like Reconnaissance Mission, Coastal Piracy, and Bident of Thassa, then top it off with a play-set of Elixir of Immortality to turn the excessive draw disadvantage into an advantage.
My first iteration didn't do very well. So I did a LOT of tinkering and re-testing all day.
After much tinkering, I scavenged all of my cards for something to fill 3 spots and discovered Perilous Myr. One thing I realized when play-testing the deck, was the whole deck-thin-and-cycle thing with Elixir of Immortality worked nicely. So Perilous Myr really adds some value into the late game, because chump blocking is really important in this deck to stave off anything that Fog Bank can't. So you can chump block, deal damage back, use Elixir and keep drawing them back out.
So here it is, a VERY low budget deck that snow-balls into lots of fun.
4x Reconnaissance Mission
2x Bident of Thassa
4x Slither Blade
4x Triton Shorestalker
4x Guul Draz Vampire
4x Fog Bank
4x Mist-Cloaked Herald
4x Tormented Soul
4x Changeling Outcast
4x Elixir of Immortality
3x Perilous Myr
10x Island
9x Swamp
One thing I'm going to playtest soon is using 4 less lands and putting Wanderer's Twig in. With everything but 6 cards having 1 CMC, (And with the help of those dual lands) I think 15 lands might actually work out nicely this way. The twig will accelerate the deck-thinning process and guarantee the UU I'll need when I need it for Recons/Tridents, but at the cost of slowing the win progress down a turn or two.
Another idea I'm thinking on trying is taking out Outcast for a set of Admiral's order.
The main issue with this deck trying to compete with better decks is that Fog Bank can only do so much for so long and getting an army of 1/1 unblockables big enough to pull the win usually takes longer than for the opponent to overwhelm or circumvent your strategy. Trample definitely makes it hard for this deck to win, as well, since Fog Bank can only chump for 2 against it. I'm open for ideas for what cards I could add to address this issue. There's definitely plenty of room for tweaking with this deck, so there's potential.