For the record- I started this deck a few days after the Saga from Dominaria that does the same thing for a single turn was spoiled, and I wish that thing were gonna be in-budget. I WISH.
So this is a project I wanted to engage in- To make a set of 10+ super-budget 60-card decks that are simple, relatively easy to play, relatively easy to understand, and bring across the fundamentals of how Magic Works. We've since gone way past 10, with tons more in the works, and I've really enjoyed the challenge of trying to make these decks easy to play and understand, fun, and all under a $15 budget, sideboard included.
The main goal here is that you could easily build these deck for a low cost and use them as an easy introduction to how magic works, to teach a group of new players both how to play, and give them a sense of Why, a sense of what fun things they're getting into. These decks aren't gonna be particularly good, or even legal in any particular format if it stops me from including a card I think is good for the deck, but they should be fun and interesting without being too hard to get into. They should be an easily-accessible example of how fun Magic: The Gathering can be.
This is one of the more advanced decks- Not really the first decks you want people learning with, but a sweet, budget deck you can use once new players are already on their feet to really knock their socks off and get them to think about something you can do in Magic that they might not have otherwise realized.
I think this one improved a lot when I went over it a 2nd time, because I was able to equip it with a least a bit of an arsenal of different draft artifacts that do things, though a lot of those things are just cycling for cards, which is fine. It'll help you find those 8 copies of Ensoul consistently. I like the patterns of gameplay here- you spill out artifacts, trying to control the board a little and draw to your enchantments, and then when you find one, you start smashing face until they manage to kill it, wash, rinse, repeat. So long as your 5/5s are some of the nastier creatures on the board, you really do have a powerful deck here, and it's fun to mess around with.
As for budget: Maindeck cost is currently at ~$11 (according to the middle blue numbers on this very site under estimated value), sideboard at about ~$3.20, which slips us under our $15 limit with about 60 cents to spare.
So mostly this section is going to be notes on why I think these are good cards to learn from:
The stars of the show are obviously Ensoul Artifact and Tezzeret's Touch, which let you turn any random artifact in your deck into a big, mean 5/5 that you can kill people with.
The Artifacts in question are Prismatic Lens, for a little ramp, Sunset Pyramid, for card draw (And if you manage to draw all the bricks off of it, it's still around to get Ensouled, which is nifty), and the mental image of not only a whole Pyramid standing up and punching someone in the face, but it loosing a fight with an Outland Colossus somehow. Or trading with a single vampire, or a particularly Onery Werewolf. Or many other silly things that could happen.
Ichor Wellspring cycles for 2, and if you Ensoul it, then if they manage to kill the 5/5, it draws you another card, and if you used Touch instead of Ensoul, it comes back to your hand to cycle again, which is sweet.
Implement of Malice is just an artifact for 2 if you want, so you have a target for Ensoul, or it can sac itself to make them discard and let you draw. On top of that, if you ensoul it, you can trigger that ability at instant speed when they kill it to still get your value off of the thing.
And Pacification Array is only alright, but it adds to the Artifact Density and does its best to keep you alive, even if between it and Pyramid, the deck gets a little mana-hungry.
For Answers- Drown in Sorrow will keep you alive against agro, Agony Warp is a solid killspell that can negate some damage, Dimir charm is always flexible and nice, and Essence Scatter and Revolutionary Rebuke are pretty much your bog-standard counterspells here.
Manabase is meant to be a touch lacking, but also super-budget. I'll be doing the same for all of them.
As for the sideboard, this IS supposed to be a sideboard they learn how to use, to make their deck perform better in the right matchups, or just in general to customize their decks within constraints.
Hovermyr is a great target for Ensoul, but is vulnerable to a lot of creature removal this deck otherwise blanks. If you can make your Ensouled artifacts 5/5 Fliers with Vigilance, that's awesome, but you don't always get the chance.
Extra Drown for its good matchups, alongside Golden Urn, which is kind of a sweet agro tech card, since you can board it in, drop it early, and just let it slowly tick up until you need to crack it.
Cancel and Murder serve the opposite purposes- for when you're up against a slower deck and need more solid, reliable answers. The Mainboard answers can be mostly dead against a particularly slow deck, so it's good to be able to replace at least some of them with more live draws.
Glaring Spotlight is a sweet anti-Hexproof card that I had to throw in, even if I don't know how much hexproof is in these decks, and you can just sac it to protect your Artifact creatures and let them crack in for that last bit of damage.
Finally, Crystal Chimes, as a value option for when you've already cast a couple of Ensoul Effects, so you can bring them all back from the 'yard to cast again.