The lowdown:Lately, the newbie forum has seen quite a few of the so-called 'Salvager' decks. These lists (examples
here and
here ) seem to be done in haste and far from optimal. So we decided to test things around a bit and replace the crap with the good. This is written in the form of an abbreviated primer, but since the deck lacks tournament winning Tier 1-ness at the moment, it probably doesn't deserve that honor.
We ran around several versions of the deck, including an all-out combo version and a heavily controlling version. What we discovered was that the combo just isn't fast enough to go for, so we stuck it in a combo shell and moved things around until it worked. The basic idea was to be able to put up enough of a control fight to keep the opponent off balance until we could surprise them and combo out.
Lands[/u]:
*We worked around with this until we decided that 4 colors was optimal and fit with the Keeperish nature of the control element.*With our 4 colors in mind, having 5-color lands was a necessity.
[card]City of Brass[/card]: City gives us access to whatever we need, whenever we need it. The life is rarely an issue, and the lack of a further drawback makes this a necessity.
[card]Glimmervoid[/card]: This choice was a tough one. In a deck centered around artifact mana, the argument was that we'd have one out enough to make it worthwhile. In testing, however, the card was weak. More than one hand had to be mulliganned for lack of SoloMoxen. In matches where the opponent could hate them, such as Gorilla Shamans in 4cControl, these were a cause of frustration when we would often find ourselves utterly mana-less. In the end, these just didn't make the cut.
[card]Undiscovered Paradise[/card], [card]Gemstone Mine[/card], etc: After our original version that packed 5-color lands exclusively, we never really wanted them so badly. The deck ended up a lot less color intensive than we had thought. The advent of drawbacks, even more severe than Glimmervoids, was something we definitely wanted to avoid for the drawn out games where we were forced into control mode.
[card]Flooded Strand[/card]: When our testing began to show that the mana base was more blue intensive than multicolored, we decided that a few fetchlands would do the job nicely. The reason we chose Strands was we were going to play a single basic Island and Plains, but those got dropped in the final version. We stuck with these anyways.
Duals: With the Strands and Cities, mana was rarely a problem. We chose an assortment of Duals that fit our color needs while not clogging our draws.
Basics: In the end, the need for solid color fixing overrode the fear of Wasteland. We just didn't have enough room for more lands, and it sucked to draw them at inopportune times when we needed different colors.
Final concensus:
2 Underground Sea
1 Volcanic Island
4 Tundra
4 Flooded Strand
4 City of Brass
Artifact Mana[/u]:
Moxen: A natural inclusion, the acceleration helped enormously and we never had problems with the off-colors.
[card]Black Lotus[/card]: Not only a godly accelerator, but a vital combo piece. Automatic.
[card]Lions Eye Diamond[/card]: Little help mana-wise, but still good for the combo. This may actually get cut eventually with so much tutoring power in the deck. In for now.
[card]Sol Ring[/card], [card]Mana Crypt[/card], and [card]Mana Vault[/card]: More great acceleration. The deck has plenty of colorless needs and these cards are great for the job.
[card]Lotus Petal[/card], [card]Mox Diamond[/card], and [card]Chrome Mox[/card]: These were all in the deck at one point or another, but ended up cut for various reasons. Lotus Petal was just not efficient enough, the added boost never really made up for the 1 time use. Mox Diamond just seemed to play havoc with opening hands. We just drew one too many 1 land hands for it too help enormously. Led to more mulligans than we could allow. Chrome Mox was the first to get the axe. Often we needed the colored mana for the spell in hand that this would power. The deck is just too fragile to allow it to blow valuable cards on an extra mana.
Final concensus:
1 Lion's Eye Diamond
1 Black Lotus
1 Mana Vault
1 Sol Ring
1 Mana Crypt
1 Mox Sapphire
1 Mox Ruby
1 Mox Pearl
1 Mox Jet
1 Mox Emerald
The combo[/u]:
*We stuck Black Lotus and Lion's Eye Diamond in under artifact mana, and we didn't think we needed to re-justify them.*[card]Auriok Salvagers[/card]: The whole point of the deck. Lets you go infinite with either Black Lotus or Lion's Eye Diamond. How many of these to run was an object of discussion, but in the end it's best to have too many in your hand than too few.
[card]Pyrite Spellbomb[/card]: The best win condition out there. Just lets you win, while also providing a bit of utility removal incase you draw it before you combo out.
Other people played fancy stuff like Conjuror's Bauble. I'd rather just have the spellbomb, which is ok on it's own. Once you combo out with a kill card you're going to win. I'd rather just kill them then have to deal with fancy stuff. It also frees up slots for better stuff. In this build, Cunning Wish also serves as an alternative win condition with Brain Freeze on the sideboard.
Final Concensus:
4 Auriok Salvagers
1 Pyrite Spellbomb
Control[/u]:
With the way the deck runs, the control is vital to running your opponent into the ground and soaking up his answers so you can go off unimpeded.
[card]Force of Will[/card]: A simple choice. With plenty of blue (22 in the maindeck) these are a natural inclusion. In addition to providing free protection, they play up the control element, providing help against faster combos like Belcher and Draw-7.
[card]Mana Drain[/card]: With the mana base quite capable of double-blue, these help enormously. With the Forces, these allow us to match more control-oriented decks, such as Keeper and Hulk, counter for counter. These also are an enormous assist to the combo, as the deck has plenty of sinks for the free mana, especially the Salvagers.
[card]Duress[/card]: These were very questionable during planning, but they often proved invaluable against some of the toughest matches. This extra bit of control worked wonders against sideboarded hate and against control in general. In the end we decided that a pair of these would work just fine. They help, but are often not vital, and drawing them later helped us by letting us use our first fetch for a Tundra, then playing these later off a City or another fetch.
[card]Cunning Wish[/card]: While technically these help with the combo, the main funtion was to rid ourselves of the ever-annoying artifacts such as Null Rod, Damping Matrix, Chalice of the Void, and Trinisphere. With a powerful selection of Wishable removal, these are often the gamebreaker in a stalled out game. These also serve additional purpose with the odd sideboard choices, which are explained later.
[card]Gorilla Shaman[/card]: During the late stages of planning, someone pretty much threw this out as a random idea and it stuck. Not only is it effective control in general, but it gives us a secret weapon against the almighty Chalice for zero. In the lategame, it can even take out Trinispere and Null Rod, taking care of pretty much any artifact-based disruption aside from Damping Matrix. Just the sheer surprise factor of having this up your sleeve is enough to include it. Even dropped early, it often can put enough of a clamp on your opponent's mana to hold them back until they find a way to remove it, often costing them a valuable piece of removal that could have been used on your Salvagers.
Fire/Ice, StP, etc.: Despite the similiarities, this is not 4cControl. The primary purpose is too use your combo to win the game. Having these Wishable is as far as we deemed necessary.
Final Concensus:
4 Force of Will
4 Mana Drain
2 Duress
3 Cunning Wish
1 Gorilla Shaman
Draw and Tutoring[/u]:
[card]Brainstorm[/card]: We needed something cheep and effective, yet Force pitchable. Brainstorm is perfect for the job. This beat out Impulse and all the other random blue cantrips by a mile. Not even to mention the synergy with the fetchlands.
[card]Ancestral Recall[/card]: *note*
See 'Brainstorm' without the drawback.[card]Timetwister[/card] and [card]Wheel of Fortune[/card]: From the earliest stages of testing, having a draw-7 or 2 was a natural inclusion for consistency's sake. A fresh hand and another round of brokenness. What more could you ask for?
[card]Demonic Tutor[/card]: Simply the best tutor. Period. Any card, any time. No questions asked.
[card]Vampiric Tutor[/card]: Slower and less efficient than the Demonic, but still powerful enough to warrant inclusion.
[card]Lim-Duls Vault[/card]: With such a varied combo, this lets us fetch something usable for a small chunk of life. Usually we ended up down no more than 4 or 5 before we found a set of cards we liked. Generally served the same function as Vampiric Tutor, but knowing that you're going to topdeck something useful even if they counter what you tutored for is very nice.
[card]Intuition[/card]: In a deck like this, Intuition is great even without Accumulated Knowledge. Since you're combo pieces work in your hand
or graveyard, this is effectively a Demonic Tutor, and you can always get 3 Salvagers.
[card]Gamble[/card]: Now for the jank. Gamble is, and always will be, a risky card. You've got as much chance of losing what you want as keeping it. This makes Gambling for a Salvagers a risky proposition. However, with a full hand, it often works out. The real use of this card is for after you have a Salvagers, though. When you just need that pivotal Lotus or Spellbomb, Gamble guarantees you're going to get it no matter what. I'm sure I'm going to get a lot of flak for using this, but it was a lifesaver in testing.
[card]Trinket Mage[/card]: The card a lot of people have been looking at for this deck. It is an insti-fetch for your artifact combo pieces, as well as an emergency beatstick. The real gem of the card is that it is a solid body, providing a convenient stumbling block for your opponent. It will be a cold day in hell before this card actually beats your opponent for the win, but he serves the singular purpose of being a chump blocker, a threat, and a general nuisance, all wrapped up in a nice neat tutoring package. We all know how much control hates letting your opponents do stuff, so they'll often go ahead and waste the StP they were holding for your Salvagers when they start to take 2 damage every turn. It sounds dumb, but is very deadly when played correctly.
[card]Artificers Intuition[/card]: The card everyone's been clamoring about for this deck. We started off with 4 of them in our builds, since we figured the buzz had to be right. We quickly discovered how terrible these are. These require us to hold onto valuable SoLoMoxen that we'd otherwise want for acceleration, and are incredibly blue intensive. The only advantage this holds over other tutors is that it can fetch both artifact pieces of the combo. With so much draw and search power, this was rarely an issue, and the drawbacks are just way to severe to cut other tutors for this.
[card]Yawgmoths Will[/card]: Our decision not to include this was juch debated, and I know I'm going to catch a lot of flak for this. It basically comes down to this: While controlling, the main purpose of the deck is still to use the combo for the win. Because of the nature of the combo, you cannot win on the turn you cast Yawgmoth's Will. Because of this, we just felt that the cards inherent brokenness was not what this deck needed. The most you're likely to get is the replaying of a Brainstorm or tutor. We're ok just playing an extra tutor.
Final Concensus:
4 Brainstorm
1 Ancestral Recall
1 Timetwister
1 Wheel of Fortune
1 Demonic Tutor
1 Vampiric Tutor
1 Lim-Dul's Vault
2 Intuition
2 Gamble
2 Trinket Mage
Final List:
2 Underground Sea
1 Volcanic Island
4 Tundra
4 Flooded Strand
4 City of Brass
1 Lion's Eye Diamond
1 Black Lotus
1 Mana Vault
1 Sol Ring
1 Mana Crypt
1 Mox Sapphire
1 Mox Ruby
1 Mox Pearl
1 Mox Jet
1 Mox Emerald
4 Auriok Salvagers
1 Pyrite Spellbomb
4 Force of Will
4 Mana Drain
2 Duress
3 Cunning Wish
1 Gorilla Shaman
4 Brainstorm
1 Ancestral Recall
1 Timetwister
1 Wheel of Fortune
1 Demonic Tutor
1 Vampiric Tutor
1 Lim-Dul's Vault
2 Intuition
2 Gamble
2 Trinket Mage
And now for the most important part, the sideboard.
Since you're probably bored to tears by the complex card analyses I've presented so far, I'm going to keep this simple. With Cunning Wishes, we needed a wishboard. However, we wanted to balance out the normal wish targets with specialty stuff like extra tutors. Our sideboard:
4 Phyrexian Negator
1 Rack and Ruin
1 Misdirection
1 Hurkyl's Recall
1 Orim's Chant
1 Disenchant
1 Swords to Plowshares
1 Stroke of Genius
1 Blue Elemental Blast
1 Red Elemental Blast
1 Corpse Dance
1 Entomb
Much of it is just generic wish stuff, with an emphasis on having varied artifact removal spells to deal with the otherwise fatal situations in which your opponent has things like Trinisphere or multiple Chalices. Some odd choices:
[card]Phyrexian Negator[/card]: This choice seems rather old-school, but we found that some matchups just were so packed with hate that we needed another choice. These were originally Quirion Dryads, but these came in since our final version does not include green. As these only were including after much of our testing was completed (and we discovered we needed them), this is the only seriously questionable slot. We were thinking that these would be better off as 3 Psychatogs and a Berserk, given the control-combo nature of the deck.
[card]Stroke of Genius[/card]: Cunning Wish for this is just an extra way of winning should they do something janky like Extract the Spellbomb.
[card]Entomb[/card]: This is the emergency tutor. It fetches either the Lotus or the Spellbomb. Inefficient? Perhaps. Useful? Definitely.
[card]Corpse Dance[/card]: The other emergency card. 100% jank, but being able to replace a Salvagers lost to random burn or discard is often a gamewinner, as its the last thing your opponent expects. In until we find something better.
Since we knew from the onset that this was probably not going to be Tier 1, we aimed our testing at how this plays against other decks, rather than what it beats or loses to. However, I'd like to note that this put up one hell of a fight, even when it didn't win. We limited our analyses to deck types in general, since we only got in a few days worth of testing.
DragonOne of the more interesting matchups. The inability to remove Bazaar hurts, but just taking it easy and playing control is usually enough to keep your opponent wobbly until you bust out the combo. The shock value of your sudden victory is often enough to put you over the edge, but you must always play carefully, as they can do the same exact thing to you. Your best weapons in this matchup are the Cunning Wishes and Duress. The ability to reach proactively into your opponents hand and yank an animate spell or tutor is brutally effective, especially towards the mid-game. Having no Coffin Purge to wish for is often annoying, but in this matchup wishing for a StP or BEB has the same effect. The ability to use these as pseudo-tutors in some cases also can be a gamebreaker in a topdecking war.
Draw-7Combo-wise, Draw-7 has you all washed up. The trick is too play controllingly. Your Forces are your only real protection, so use them wisely, but don't be afraid to blow them on a first-turn Black Lotus if you notice they miss a land drop or something. Draw-7's mana base is it's only major weakness. If you can survive the first turn or 2, Duress and Gorilla Shaman, as well as Mana Drain, become your best bets. If you can hold a Gorilla Shaman out, they often will simply shrivel up and die from lack of mana. Duress is a great first-turn drop, since Draw-7 has a disturbingly consistent 2nd turn kill, which Duress can often neuter. If by some miracle you can reach Drain mana, hit them where it hurts. Don't be afraid to play draw-go for a little while if you're holding the Drain with UU open. Just watch out for their Forces, which can wreck you when you're least expecting it. Just remember, if you can stall out long enough, you're probably going to win, so hang in there. Your key card is Force of Will of course.
2-land BelcherAll I can say is mulligan into a Force and pray. It's a tough matchup thats pretty much always decided by the first 2 turns. If you can survive the 2 turns then try to sit back and take it with Forces and Drains. Play strict control as much as you can. If you try to go head-to-head with their combo, you're going to lose. Control is your only hope. Your key card is still Force of Will.
Food Chain GoblinsPlay this one aggressively, both in terms of controlling and comboing. Don't get too far ahead of yourself, and try to keep them under 4 goblins, the prerequisite number for them to cycle away your Salvagers. If you can play carefully, you can win this. The key to this matchup is in your tutoring power. If you work hard enough, you can win before they do. Use your counters carefully. A first turn Lackey is a threat, but without Food Chain they're just Goblin Sligh. Work it right and you can race them easily.
Gay FishThis matchup is all about playing ruthlessly. Fish is full of answers to all your stuff, and they'll often have maindeck Null Rod. Play to win. If you give them time to stabilize, they will annihilate you. Your only chance is to match them with counters, and then win before they get their serious threats going. The key here is to remember that all the Cloud of Faeries in the world can't stop you once you combo out. Grim Lavamancer is not a threat unless they have double red open for a Lavamancer+Fire/Ice combo on the Salvagers. The big things to watch out for are Spiketail Hatchling and Voidmage Prodigy. And of course Null Rod. God do I hate that Rod.
LandstillPlay this like the Gay Fish matchup and it's yours to win. If they can resolve a Disk you're probably screwed, but until then you need to move ASAP to win. The key is to play matching counters, and ignore their lands. Watch out for Wasteland, though.
Workshop SlaverThis match is pretty much summed up with the phrase 'rollover and die'. Not only do they play 2 of your favorite artifact in their maindeck or sideboard (Chalice and Trinisphere), but they're fast and ruthlessly efficient. Play with a big degree of paranoia, but pray they crap out and don't make you combo yourself out with Slaver.
Control SlaverA tad bit easier than the Workshop Slaver match. Be frugal with your counters, as winning the counter wars is your key to success. The surprise key here is Cunning Wish. Use these to fetch some good old silver bullets, and pray your opponent doesn't have one of their own.
7/10 SplitGo after the Welders, and pray they don't mulligan into a Chalice for 0. If they get a Titan on the board then you've lost, plain and simple. Until then, try your damnedest.
Trini or just plain old StaxForce like there's no tomorrow, but 9 out of 10 times you're just plain fucked. They've just got too much bloody artifact disruption.
[edit]: This match isn't actually quite so bad as long as you can move fast and keep your permanent count high. Try to work around the Tangle Wires and save your counters for the big threats like Trinisphere and Sphere of Resistance. If they resolve one of those early, go for a Cunning Wish ASAP. Otherwise, try to tutor up your Mox Monkey. Getting him on the board is a gigantic boon. If they're mono-brown, try to wait them out of Tangle Wires and such, while using your counters generously on the big threats. If they've got Welders, remember that you can use one of your many tutors to fetch up the Spellbomb as spot removal.
Gro and HulkNo, I'm not insane. I'm lumping these together for a reason. Both of them play counters, while being able to win efficiently and both sport powerful draw engines. You're only real chance of winning is to let them fool around with drawing, and then win while they're tapped out. When they see Forces and Drains, they'll figure you're playing control. Don't dissapoint them, but combo the heck out at the first opportunity.
4cControlAnother one of those fun 'roll over and die' matches. Not only do they feature the same complement of control, they also have StP and Gorilla Shaman. Post side-board they have Red Elemental Blasts, too. The key to winning this matchup is to spend extra time in church before tournaments. And pray god's in a good mood.
[edit]: In the first few turns, they are limited to Forces and the little bit of spot removal they can muster. If you can go pure combo you've got a valid chance of winning before they can muster a decent counter response. If not, throw around some stuff to keep them off balance. If you can play well enough, they'll often waste their counters on things like Intuition and Trinket Mage.
I'm pretty much just posting this so all the random people will stop posting completely untested piles. All questions, comments, and critisms are welcome, but if all you're going to do is tell me why this deck is inferior then please stay out of the thread.[/size] This deck is not just a random useless idea. We actually put time and thought into this. For all we know Wizards will just suddenly decide to kill Draw-7 and Belcher, so you never know if this could be the next big thing in type 1. If anyone wants to face this monstrosity, I'm reachable by e-mail (angry_pheldagrif at yahoo dot com) or AOL Instant Messenger (HunterKiller403). I'm always up for a game or 20 on Apprentice.-Dan Carp, The AngryPheldagrif (Team DD head designer)
Don't EVER post in that size text again. It's incredibly rude, annoying to look at, and makes you look like a little child throwing a temper tantrum.
-Matt[/color]