Building on a Budget

Generally speaking, there is no way to build a budget version of this deck. The deck functions as a unit, and the expensive lands (Wasteland, Karakas, and Rishadan Port) are as much a part of that as any other facet. The recent reprints of the deck’s staples has helped quite a bit on that front though.  Let’s look at a common opening to see how important these lands are to the functionality of the deck.

Sample Sequence

Turn 1: Play Rishadan Port and Aether Vial.
Turn 2: Tick up Vial. Play Karakas. Pass. Port your opponent.
Turn 3: Tick up Vial. Play and use Wasteland. Vial in Thalia.

This is the classic D&T environment. The taxation started on turn 2 and became much more intensive on turn 3, putting you far ahead in terms of tempo.  There are plenty of variations of this opening, but none of them work unless your lands contribute more than just mana. Your opponent is pinned and being attacked with no immediate way out.  An untapped Karakas means your Thalia is protected from removal, and many more Rishadan Port activations are right around the corner.

 Many new players try to substitute Tectonic Edge and Ghost Quarter for their more expensive counterparts, but there is a key problem with both of those.  Your lands need to prevent your opponent from progressing their primary game plan while you set up *and* disable their ability to easily break free.  Ghost Quarter is always good alongside Leonin Arbiter or Aven Mindcensor, buts its turn one and two applications are borderline non-existent unless your opponent has no basics.  Similarly, Tectonic Edge is only usable in the mid/late game and does nothing to hinder your opponents in the initial turns.  Compare this to Wasteland, which is going to kill any non-basic land without jumping through any hoops, or Rishadan Port, which can even deny mana when your opponent is only playing basics.    

 Without Karakas, many of the legendary creatures like Brimaz, Thalia, and Mangara loose much of their utility and power.  Without Wasteland and Rishadan Port, you do not have strong mana denial. At this point, your deck is missing the “Taxes”. You are just playing White Weenie. If you plan to acquire the deck over a few months, get Rishadan Port, then Wasteland, then Karakas last. If you are playing online, getting Port last and using Ghost Quarter while you save up is acceptable.


Below are the budget versions of “D&T” I played in my first two sanctioned events with the deck.  Yes, I did really play these awful piles of cards.  Yes, I had positive records at both events.  These are included here to show how poor budget versions of the deck are in comparison to the real thing.  The progression from V1 to V2 was the progress I made by spending $135 plus putting in some work on the trade floor over the course of one month.

Budget D&T V1 (~4 years ago)
Creatures
Figure of Destiny
Stoneforge Mystic
Leonin Relic-Warder
Thalia, Guardian of the Thraben
Mirran Crusader
Serra Avenger
Mother of Runes
Student of Warfare
Spells
Elspeth, Knight Errant
Batterskull
Umezawa’s Jitte
Sword of Body and Mind
4 Swords to Plowshares
Aether Vial
Lands
18 Plains
Sideboard:
Tormod’s Crypt
Ethersworn Cannonist
Silence
Grafdigger’s Cage
Sword of Fire and Ice

 

The 18 Plains in the lands column should set off immediate warning bells.  The deck is not getting any value out of its lands, and for that reason, it only ran 18 instead of the usual 23 lands.  This version of the deck had an extremely low mana curve, running five more 1-drop creatures than most stock versions.  There are a number of questionable deck building decisions, and the sideboard is largely a pile of cards I thought might do some things against combo.
 There are very few taxing elements in the budget version.  This version hopes that the tempo created by Aether Vial or an aggressive start is enough to squeeze out a quick win.  Make no mistake, this was a white weenie deck, not a control deck.  I had very little say in what was happening to the game state.  
Budget D&T V2 (~4 years ago)
Creatures
Flickerwisp
Mangara of Corondor
Stoneforge Mystic
Jotun Grunt
Serra Avenger
Phyrexian Revoker
Thalia, Guardian of Thraben
Mother of Runes
Spells
Elspeth, Knight Errant
Sword of Light and Shadow
Sword of Fire and Ice
Umezawa’s Jitte
Aether Vial
Swords to Plowshares
Lands
Wasteland
Mishra’s Factory
Karakas
12 plains
Sideboard:
Ethersworn Cannonist
Orim’s Chant
Armeggedon
Jotun Grunt
Phyrexian Revoker
Relic of Progenitus
Grafdigger’s Cage
Mangara of Corondor

This version of the deck has taken a step towards becoming an actual control deck.  The addition of Karakas made Mangara viable, and, in turn, made Flickerwisp a better fit in the deck.  Phyrexian Revoker and Jotun Grunt added another level of disruption and additional angle of disruption that weren’t there previously.  Wasteland supplements the mana denial plan that was previously limited to only Thalia.

    There is still some tension in the list.  Mishra’s Factory supplements an aggressive plan, while Mangara and Karakas supplement a more controlling plan.  While this still isn’t true D&T, the gameplan is starting to become a bit more solidified, and the degree of interaction has greatly increased.