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This section explains what changes have been made for the sake of budget and why. The original primer can be found here: https://deckstats.net/decks/132279/1577597-ezuri-elfball-combo-primer/en.
As of 19 May 2020, this deck is $398.18.
While great, Aluren runs around $30, and is only useful for very specific situations. It makes the cut in original because saving even G can help us combo a turn earlier, but it's too expensive for this version.
Nice, but unnecessary. Doesn't even go infinite, since it makes colorless.
$36 is a bit much for an awkward infinite loop. Worth in the main deck, but an easy cut here.
A fantastic card, but we can just keep three elves untapped for the win on combo turn and save $40.
Tutors are great, but often expensive. This deck draws enough cards and the combos can be assembled with multiple creatures, so a few off the top saves a quick buck without losing much power.
Is this the best land in EDH? I'd say yes. Still, one land can't be 87% of your budget. (Actually, with recent spikes, this is sitting closer to %50 over budget by itself.)
Losing one of our combo pieces hurts, but this is a bit more than someone looking at this list is probably willing to pay. We still have several backups, but draw engines become more important.
NOOO. But, seriously, this one hurts. I love this card, but it's just too expensive for a budget list. This should probably be the first upgrade for people looking to build towards the budgetless version.
-The Great Henge:
Nifty in the main deck, but an easy cut here.
Having flash is good, but we really only need it for creatures, and Yeva already does that. This is an expensive backup.
With a few slots opened up, more cheap mana dorks will always help.
Losing Sylvan Library hurts, so we need to replace that draw power. A worse Shamanic Revelation is still very playable here.
More card draw, and it's an elf.
Losing a few tutors means having another backup win floating around can be useful. Also puts pressure on before combo turn and lightning rods removal.
Again, more budget draw power.
Having fewer options for going infinite makes us less consistent, which leads to longer games. These can help protect important pieces while we dig.
Longer games make removal more important, too.
Same as Lignify.
Listen--drawing cards is basically always good. The budgetless version only has so much room, but more slots mean more draw in the absence of better options.
Similar to the Greaves, but don't prevent infinite combos.
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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» | Revision 2 | May 19, 2020 | Slyvester12 | |||
Revision 1 | May 19, 2020 | Slyvester12 |