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.
The Idea being 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.
For a Change of Pace from creature combat, I wanted to see if I could set up a vaguely fair deck that's just trying to wheel spells and guttersnipe you to death, and boy does this deck do that.
Maindeck Cost ~$10.50-ish at time of writing (using the blue, average values offered by the site), plus ~$3.25 for the sideboard, which is nice and cleanly beneath my $15 limit.
So mostly this section is going to be notes on why I think these are good cards to learn from:
Guttersnipe and Thermo-Alchemist are pure burn creatures that exist to support your crazy spellcasting antics, nothing more or less. Mercurial Chemister isn't gonna get much good out of that red ability, unless you draw 2 of them and pitch one to the other (Which is hilarious if you do), but as a card-draw engine, it's hard to argue with. Earlier drafts of the deck had more of a top-end, but it was only there for the sake of it.
Curiosity is a mean card in this deck, because it will turn your spells into de-facto cantrips. How does 2cmc instant-speed divination with flashback sound? Bolt a creature, draw a card? Counter that removal spell trying to break up this exact combo, draw a card? I'm honestly not sure if this interaction is too mean, too good, or too complicated for these teaching decks, but I kinda want to see where they go with it.
As for spells- Revolutionary Rebuff is a great "unless they pay" counterspell, Izzet charm can shock face or do a passable impression of Spell Pierce, Essence Scatter helps you control the board, Shock, Searing Spear, and Fiery Impulse are strong red removal, and the first two can go face, and Think Twice is hilarious in this deck, since is synergizes with all the on-cast triggers.
The manabases in all of these decks are supposed to be a touch lackluster, mostly for budget reasons.
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. They can switch around their counterspell package a little, but I wasn't able to make a ton of good room for it.
Pyroclasm blows up a bunch of your own creatures, but you do what you gotta do to survive against agro. Chandra's Defeat also helps that matchup.
Send to Sleep is a good way to buy time, and Tears of Valakut I thought was a cute choice, because most of these decks' endgame control finishers have flying so far, so it really is going to have matchups where it shines.
Edit: I should try and work two copies of shatter into the sideboard, not sure how to though.
Edit Edit: Even better, I should try to work two copies of Annul into the sideboard.