Here's a Homura, Human Ascendant deck that's pretty casual but which has at least a little game. It's also very budget outside of SOFI and Gauntlet of Might; only a few cards cost more than a buck or two and most of them are cards like Wurmcoil Engine, Sword of Fire and Ice, and Sol Ring that you can use in other decks as well. (Those three cards go in almost any deck.) Koth is the only narrower card that costs a lot. Cards marked with an * are things that cost more than like four bucks (in paper). The deck also does not include any cards that destroy all the lands; if that's something your group is okay with, then by all means. (Although this deck does a pretty awful job of recovering from things like Jokulhaups.) Realistically, the deck could also be improved with stuff like Wasteland, but that card costs a fortune and the deck deals partially with crazy terror lands through Ruination and Magus of the- and Blood Moon.
The deck wasn't designed as a budget deck, it just kind of turned out that way.
Honorable Mentions - Stalking Vengence, Dragon Roost, Vedalken Orrery, Blightsteel Colossus, World at War, Aggravated Assault, Dragonmaster Outcast, Lord of Shatterskull Pass, Orochi Hatchery, Taurean Mauler
- The basic game plan is to get a lot of mana as quickly as possible and then earthquake a lot. This is why the deck plays so many fliers even though Homura grants flying when he's flipped.
- The deck strives for a balance between exploiting Homura flipped and not falling apart when he isn't.
- The deck plays a lot of mana rocks because it's really not doing anything on turn two. Or three. Or early at all. It plays Expedition Map to find Valakut late game.
- In practice, sac outlets are not necessary to get Homura flipped. The next earthquake you resolve after playing him will kill him, and people will sometimes wrath before that. High Market, Greater Gargadon and Miren, the Moaning Well are mostly there to keep your stuff from getting stolen. (And to beat face, in the case of the Gargadon.)
- Because Homura flipped makes any creature a threat, the deck plays a lot more dude versions of effects than instant and sorcery versions of effects. Manic Vandal is a decent deal as a 4/4 flying firebreather.
- The deck has an undying thirst for mana; it can basically use any amount of mana it can get any turn, hence stuff like Braid of Fire
- Homura is beefy enough that he can vaguely hope realize the dream of killing through general damage. An earlier version of this deck played a lot more equipment and had that as sort of a plan B, but I cut a lot of the equipment in order to shore up plan A.
- Spikeshot Elder is basically a concession to fantasyland; with a flipped Homura and/or one of the gauntlets in play, he becomes a fairly efficient fireball. He's a pretty funny piece of tech in the deck, I think.
- I think that a token-heavy strategy is another good place to go with Homura. I had some additional token-makers at one point, but they tended to be kind of lame without a lot of the support in place. Goblin Offensive for a lot wins on the spot with In the Web of War, Homura, a gauntlet, etc., but isn't too exciting otherwise.
- Hateflayer and Mordant Dragon are in there as personal favorites, but they're not exactly the biggest threats in the deck.
- Screw Karthus.
- Loxodon Warhammer, Wurmcoil Engine and Basilisk Collar are incredibly important. Being up on life allows you to earthquake your way to victory.
Here's a Homura, Human Ascendant deck that's pretty casual but which has at least a little game. It's also very budget outside of SOFI and Gauntlet of Might; only a few cards cost more than a buck or two and most of them are cards like Wurmcoil Engine, Sword of Fire and Ice, and Sol Ring that you can use in other decks as well. (Those three cards go in almost any deck.) Koth is the only narrower card that costs a lot. Cards marked with an * are things that cost more than like four bucks (in paper). The deck also does not include any cards that destroy all the lands; if that's something your group is okay with, then by all means. (Although this deck does a pretty awful job of recovering from things like Jokulhaups.) Realistically, the deck could also be improved with stuff like Wasteland, but that card costs a fortune and the deck deals partially with crazy terror lands through Ruination and Magus of the- and Blood Moon.
The deck wasn't designed as a budget deck, it just kind of turned out that way.
1 Homura, Human Ascendant
Earthquakes, Fireballs and other things that punish nonfliers -
1 Breath of Darigaaz
1 Earthquake
1 Fault Line
1 Hammerfist Giant
1 Jiwari, the Earth Aflame
1 Molten Disaster
1 Mudslide
1 Ryusei, the Falling Star
1 Scourge of Kher Ridges
1 Shard Phoenix
1 Comet Storm
1 Disaster Radius
Assorted Fliers -
1 Conquering Manticore
1 Bogardan Hellkite
1 Hoarding Dragon
1 Mordant Dragon
1 Hellkite Charger
Token Production
1 Firecat Blitz
1 Hostility
1 Kazuul, Tyrant of the Cliffs
1 Rapacious One
1 Thopter Assembly
1 Wurmcoil Engine*
1 Godo, Bandit Warlord
1 Hateflayer
1 Greater Gargadon
1 Kiki-Jiki, Mirror Breaker
1 Spikeshot Elder
Creature Boosts
1 In the Web of War
1 Rage Reflection
1 Anger
1 Savage Beating
Misc.
1 Stuffy Doll*
1 Insurrection
1 Blood Moon*
1 Magus of the Moon*
1 Ruination
1 Wild Ricochet
1 Koth of the Hammer*
Utility
1 Relic of Progenitus
1 Shattering Spree
1 Hoard-Smelter Dragon
1 Oxidda Scrapmelter
1 Viashino Heretic
1 Solemn Simulacrum*
1 Duplicant
1 Anarchist
1 Recoup
1 Mind’s Eye*
1 Sword of Fire and Ice*
Other Equipment
1 Lightning Greaves*
1 Basilisk Collar*
1 Loxodon Warhammer
Mana
1 Gauntlet of Power*
1 Gauntlet of Might* (This card costs as much as the rest of the deck put together. It's just amazing in the deck, but isn't budget and isn't a good investment because it's poor in most decks. Mine's, uh, proxied for now.)
1 Braid of Fire*
1 Sol Ring*
1 Extraplanar Lens*
1 Expedition Map
1 Fire Diamond
1 Mind Stone
1 Guardian Idol
Lands
1 Miren, the Moaning Well
1 High Market
1 Shinka, the Bloodsoaked Keep
1 Kher Keep
1 Keldon Necropolis
1 Spinerock Knoll
1 Valakut, the Molten Pinnacle
29 Mountain
- The basic game plan is to get a lot of mana as quickly as possible and then earthquake a lot. This is why the deck plays so many fliers even though Homura grants flying when he's flipped.
- The deck strives for a balance between exploiting Homura flipped and not falling apart when he isn't.
- The deck plays a lot of mana rocks because it's really not doing anything on turn two. Or three. Or early at all. It plays Expedition Map to find Valakut late game.
- In practice, sac outlets are not necessary to get Homura flipped. The next earthquake you resolve after playing him will kill him, and people will sometimes wrath before that. High Market, Greater Gargadon and Miren, the Moaning Well are mostly there to keep your stuff from getting stolen. (And to beat face, in the case of the Gargadon.)
- Because Homura flipped makes any creature a threat, the deck plays a lot more dude versions of effects than instant and sorcery versions of effects. Manic Vandal is a decent deal as a 4/4 flying firebreather.
- The deck has an undying thirst for mana; it can basically use any amount of mana it can get any turn, hence stuff like Braid of Fire
- Homura is beefy enough that he can vaguely hope realize the dream of killing through general damage. An earlier version of this deck played a lot more equipment and had that as sort of a plan B, but I cut a lot of the equipment in order to shore up plan A.
- Spikeshot Elder is basically a concession to fantasyland; with a flipped Homura and/or one of the gauntlets in play, he becomes a fairly efficient fireball. He's a pretty funny piece of tech in the deck, I think.
- I think that a token-heavy strategy is another good place to go with Homura. I had some additional token-makers at one point, but they tended to be kind of lame without a lot of the support in place. Goblin Offensive for a lot wins on the spot with In the Web of War, Homura, a gauntlet, etc., but isn't too exciting otherwise.
- Hateflayer and Mordant Dragon are in there as personal favorites, but they're not exactly the biggest threats in the deck.
- Screw Karthus.
- Loxodon Warhammer, Wurmcoil Engine and Basilisk Collar are incredibly important. Being up on life allows you to earthquake your way to victory.
Please give me your feedback or ideas! Thanks!