I have tried drafting in multiple games and they all rely on having knowledge about everything that is the game in question, all the cards, all the values, all the effects, calculate constantly which cards are worth taking and which are not cause it's not like you can build towards a theme in drafting, everything is just random. I have tried drafting and it's rare I ever go above 1 victory, so it's a extreme loosing proposition cause in the end I'll just have more worthless cards I thought was good and i have spent money that could have gone towards boosters instead that could just give me some cards that, by chance, are the actual good ones instead of based on my shitty decisions.
Also, it's funny, out of all those cards suggested I only got Saproling Migration and 2 Law Rune Enforcers. People never seem to suggest any of the cards included in those theme decks the game gives you. And when you say "budget" red, I've tried looking up "budget" decks and when putting them into the game, they suddenly asked for 40 common wildcards or another wild bunch that I just don't have anymore.
For passable budget decks, I recommend Red-Green / Green-Black. I'm fairly sure you get 4 Elves and some Druid of the Cowl for ramp. For red green, you also have some dinos (the 5 mana 5/5 with haste is really nice on turn 3, rekindling Phoenix and Carnage Tyrant etc) + burn (shocks / lightning strike). Can't remember what black gets in the precons, but I think theres a Doom Whisperer (6/6 for 5 mana that can surveil), but the advantage over red is Murders and Chupacabra.
These aren't the best decks, but their best draws are pretty good, and they can punish people who stumble and can't cast spells early.
The precon merfolk deck and vampire deck are fairly good if you prefer making tokens to ramping