As a savage netdecker I rarely come up with innovating ideas. As a daddy of two little ones I also don´t really have the time to spend on creating ideas. But recently in an unusual peak of brain activity I thought that Auriok Salvagers might be good in Gifts decks. I thought of this Gifts pile:
Yawgmoth´s Will
Auriok Salvagers
Black Lotus
Cunning Wish
With Shallow Grave accessible from the sideboard, my opponent could not deny me infinite mana. Jee, I was totally impressed by myself and shared this idea with a couple of other members, to see if we could work out a good deck. A certain French amphibia tempered my enthusiasm by linking me to
this thread.
Jee, I came up with an idea that was already explored almost a year ago. How very impressive. That was a severe blow for my ego. Reading the article and looking the decklist I couldn´t help but finding it horribly flawed. How the hell can this deck not include cards like Tinker, Colossus, Mana Vault and Crypt? Why would you butcher your mana base for Regrowth, that can´t even help you resolve Yawgmoth´s Will?
I still thought the idea was good, but I had to come up with a better deck than this. New Gifts decks have been developed that could embrace the white concept and Brassmans list with its cheap artifacts stands out a mile, because if its excellent synergy with Auriok Salvagers.
After discussing a little with MaxxMatt, who looked at the deck idea with healthy criticism, I came up with this decklist:
Salvagers-Gifts
Creatures (2)
1 Darksteel Colossus
1 Auriok Salvagers
Spells (34)
1 Balance
4 Force of Will
4 Mana Drain
4 Brainstorm
3 Thirst for Knowledge
3 Gifts Ungiven
3 Cunning Wish
1 Ancestral Recall
1 Time Walk
1 Tinker
1 Mystical Tutor
1 Fact or Fiction
1 Merchant Scroll
1 Yawgmoth´s Will
1 Demonic Tutor
1 Aether Spellbomb
2 Phyrexian Furnace
1 Pithing Needle
Mana (24)
1 Black Lotus
5 Moxen
1 Sol Ring
1 Mana Crypt
1 Mana Vault
1 Lotus Petal
3 Flooded Strand
1 Polluted Delta
3 Island
1 Plains
3 Tundra
2 Underground Sea
1 Tolarian Academy
SB
3 Sacred Ground
2 Disenchant
1 Swords to Plowshares
1 Brain Freeze
1 Misdirection
1 Blue Elemental Blast
1 Rebuild
1 Gifts Ungiven
2 Duress
1 Vampiric Tutor
1 Shallow Grave
Some comments on the card choices:
Balance. No reason not to play the best life saviour in magic if it is on-color. You´re running 14 cheap artifacts, so after resolving balance you should really have the advantage.
Cunning Wish. Part of your combo, but also your toolbox. It allows you to run no further “answers� in your deck, like Echoing Truth, Rebuild, Engineered Explosives and the like. Unlike Burning Wish you can run multiples, so don´t worry if you have to pay FoW removing a Wish or if you have to get an answer from your SB to get out of a tight spot.
“The little artifacts�: Here there is room for experiments. I´d recommend not going below 3 artifacts that allow your combo. I´ve currently included a Pithing Needle as well, but you could play another Furnace, Top, Explosives or even a 25th mana source over it.
Plains. Long time ago I played a Plains in Vintage. White mana is required for your combo and since you´ll somethimes spread out your combo over two turns by first dropping Salvagers, you´d like your white source to be stable. If you´re physically unable to run Plains in a T1 deck, feel free to play things like LoA or Darksteel Citadel over it. Any deck can get away with one non-blue source. Pick yours.
So what are the advantages of this deck over Brassman? The major advantage: it runs one dead card (Colossus) in stead of four. You all know what it feels like to have Burning Wish, Recoup or Charbelcher in your opening hand. Sure, later they may come in handy, but to survive the early game I´m reckon you´d prefer something else. Less dead cards means more stability, less mulligans.
Another advantage is that you don´t need a tremendous mana investment to start your combo and you can spread it out over several turns. You can drop a Salvagers and combo out next turn. Salvagers is a rather robust creature with its 4 toughness, out of the range of the most frequently played damage spells.
Recently white was introduced as a splash for Sacred Ground, excellent tech against MW.dec. With white being your second colour, this card will be more effective.
So what is the game plan? Nothing new. Keep yourself alive countering stuff, building up mana until you´re ready to do your thing. That thing can be an early colossus, a Gifts for your combo parts or a big Yawgmoth´s Will followed by a Brain Freeze. This deck is not really different from other Gifts deck, read Toad´s article and other Gifts threads and you should know what there is to know.
It is not all gold that shines, surely this deck has some disadvantages over the traditional “red� Gifts builds. The biggest one is that Auriok Salvagers is a creature. That means that it is susceptible to a range of removal spells, most prominently Swords and all kinds of bounce. Also it will mean that it is rather difficult to find in your deck. You can´t Mystical or Tinker for it. And last but not least: a couple of commonly played cards shut off your combo: Pithing Needle, Chalice, Null Rod to name a few. Another loss is found in the sideboard: Red Elemental Blast and Rack & Ruin. That hurts. Sacred Ground, Disenchant and Duress are ‘decent’ replacements, though.
So is this deck better than traditional Gifts with red? I will not answer that question, because I think it is a metagame thing. If your meta is bristling with control decks (CS), don´t play this deck, because I think you have slightly worsened your Slaver matchup. In my (non-proxy) meta this deck is very good. More on that later.
White gives you more stability, but less brokenness. This deck can not force a Yawgmoth´s Will through Gifts (but it has more ways to find Will). It can not cast Tinker for Colossus and then triple Walk. You can have like 10 pages of discussion on this and I don´t want to get myself into it. Just look the list and if you like it, try it. The fact that nobody has come up with this deck, is maybe an indication that it was tried and rejected. Or maybe we all just forgot about Salvagers.
Read Toad´s if you haven´t done it yet, it covers things I haven´t. Read the thread if you want, but I can tell you the discussion that followed was rather worthless. I hope we can make one that is more eventful.
I´ll finish with my tourny report (sixty-something players), played yesterday.
Round 1. Sui with white splash.
I won the die roll. In the first game I start with Balancing away 3 of his cards and forcing a Ritual ==> Negator. This bought me enough time to draw cards, resolve tinker and counter a swords.
In the next game I drew lotsa accelaration, I wished for Gifts, Balancced 3 cards away (again) and Gifted for the standard stack.. Since I had sided out a Wish and he gave me Lotus and Wish, I had to Wish for Shallow Grave and draw my deck until I had Colossus and quadruple counter backup. 2-0
Round 2. FC Joblins
I won the die roll and made my cool play of the day: I said “go�. He said “What?�. I said “Go�. He shrugged, drew a card and played Mountain, Lackey. I drew a card and played Tundra, Jet, Crypt, Spellbomb, Furnace, Balance. Two turns later I resolved Gifts and one turn later I aimed an Ancestral at him.
In the second game I had a second turn Tinker for Colossus, counter an Artefact Mutation and that was that.
2-0 (4-0).
Comment: this is why this deck is better than CS in my meta. I played CS actually the last tournament, getting me a T8, but I had some intense games against horrible matchups like RG beats with some narrow escapes. This deck cuts through those decks as a knife through butter. Balance ownz.
Round 3. Rectal Agony.
I won the die roll (the last one of the day) and played Land, Furnace *GRIN*. I don´t remember much of this game, but Furnace just destroys him, but I remember I had a mana filled hand and he was mana light and I resolved Balance with 0 cards in hand and saw two moxes and a Bargain go to the graveyard with unconcealed pleasure. Some turns later I resolve Will and Colossus finished this beating.
In the second game I mulliganed to 6, resolved turn 1 Duress, just to see that he had a second turn Rector with therapy and I couldn´t stop him, so I conceded there and then.
The third game was the most intensive. I drew Sea, Duress, Ancestral, Vamp, FoW, Gifts and Vault. First turn Duress. He started thinking and thinking and finally FoW-ed, pitching Rushing River. I thought about FoW-ing back, but decided not to. He drew, played a fetchland and asked for a pen to start making some notes. He Brainstormed and played Lotus. Certainly not, sir. I FoW-ed, pitching Gifts. In my next turn I topdeck Lotus! I played Lotus, sacced for Black. Vamp for Duress, play Ancestral and Duress (I smelled a Will in his hand). It turned out he had mana and a Demonic Tuto,r so I took the Tutor. Mana Vault ended the turn. He played two turns, draw-go and I resolved Will, found Tinker and Colossus finished him off again. 2-1 (6-1).
Fourth round: Oath.
He mulliganed to 6, didn´t see his mana base developing and when he was at two mana and I had six, I played Gifts with Drain and FoW backup. He leaked, I Drained and that was that. I got the 4 combo pieces and the turn after I drew my deck, dropped two Furnaces, Wished for Brain Freeze, played it, removed his Blessing and Ancestralled him to death.
In the second game I don´t have any mana in the first two hands so I go to 5. I have actually a good hand with a Land, Mox, Sol Ring and Ancestral, but the Ancestral gets FoW-ed and when he intuitions for 3 Orchards I know I´m dead. Two turns later Spirit of the Night turns up and we´re on to game 3.
In game 3 I have a first turn Gifts off a Crypt and Mox. I get FoF, Gifts, Thirst and Scroll. He gives me the 4 mana instants. He drops just a land and says go. I FoF into Lotus so I also resolve Gifts in that turn. The next turn Will ends the game. 2-1 (8-2).
Fifth round: against Brassman Gifts (heh).
He starts with a fetch, I start with a fetch and a petal. He breaks the fetch EOT and Mysticals for Tinker. In his turn he drops a land and a Mox and Tinkers. I drain without much hope and was totally surprised that it stood. WTF is this? Suicide-Tinker? I start drawing cards, but can´t counter his Will. But he can´t do anything better than Tinker though and his Colosuss enters play. I have no problems as I draw a card and play the Aether Spellbomb that I had up my sleeve. With his deck stripped out of his good cards, I start assembling my combo, see him Burning Wish for another Tinker for Belcher, but he is one mana short to go try his luck. He doesn´t get another turn.
Of the second game I don´t remember a lot, just that he forced through a rather early Tinker again for Colossus. I resolved a mini-Will just to get a fetch, recur Walk and gain some time, I have Gifts and enough mana available but I topdeck Aether Spellbomb and my troubles are over. My Spellbomb resolves, a turn later Gifts as well and I win 2-0 (10-2) despite him playing 4 Tinkers against me.
The sixth and seventh round: ID.
T8: Sensei (Necropotenza on this board).
We play the control gamre and counter eachothers draw. Then I take the opportunity and force through Salvagers. He resolves Future Sight. Hm. He has two cards in hand and I topdeck Thirst. I smell Fow in his hand so I cycle a Spelbomb in stead of thirsting and find Gifts. I play it and he needs to have the FoW, which he does. Now things are running out of hand, because he gets to untap with Sight in play. He starts drawing cards like mad and gives me a turn with Tolarian untapped (three artifacts in play), Drain and Brainstorm in hand and Rushing River on top. I untap and draw… TOLARIAN ACADEMY. I play, he tries to draw mana of his Tolarian, but he can´t and I get a free thirst. I draw a land, a drain and .. Tinker. Ufffff. Tinker for Lotus and that´s it.
In the second game I have a rather good hand (Mox, needle, two lands, Tinker, Duress and some other card), but can´t stop his Ancestral in my upkeep. I Duress him and find Will, Demonic Tutor, Sol Ring, Helm, Top, FoF, Walk. He only has an Island in play and with my second turn Tinker in mind I decide to take his Sol Ring, I drop the Needling naming Top and hope he´ll stall out enough so I can kill him. Not. He drews Emerald, Walks, draws an Island and gives me the turn. I tinker, knowing it is safe, being happy that he hasn´t got a black source in play. Sure enough the next card in his deck is an underground Sea, so he drops Helm, Tutor for Lotus and finish me off with Tendrils.
In the third game I have Tinker in hand, I brainstorm it on top of my lib and give him the turn with FoW, Drain and Gifts as my main cards in hand. He Duresses me, thinks for a long time, asks me what I left on top of my library, I respond: Tinker. He grins and takes my Gifts. I untap and Tinker for Colossus. As expected from his earlier play, he kept a shady hand without countermagic, hoping that Duress would slow me down. Colossus enters the game and two turns later he extends the hand. 2-1 (12-3)
Semis. Against Control Slaver.
Not what hoped for. He had just barely managed to win against Fish. In the first game he destroys me with a second turn Blood Moon that I didn´t see coming (I knew he played CS, but hadn´t scouted enough to know he played Blood Moon maindeck and had fetched an Underground in my first turn). I only have mountains to play and after a Thirst, an ancestral and a Shaman that I couldn´t stop, I decide that it is time to go on to game 2.
Of the second game I remember nothing. I just remember I drew really well and combo-ed him out.
In the third game I have a good hand with FoW, another blue card, Tinker, Furnace, Mox and lands. He playes land, mox, mox, Thirst that I counter. He ends with Tormod´s Crypt. Hmm. I played land, mox, Furnace and remove his Thirst. He untaps, Thirsts again, this time I can´t stop him and he pitches a Slaver. With Crypt on the table I don´t have many options so I just Tinker a Jet away for Colossus. Surely, he plays a Welder in his next turn. I untap and bash with Colossus, remove his Slaver and keep one mana open as Welder defense. He untaps and draws… Shaman. That just destroys me. He plays Shaman with enough mana to eat my Furnace. I have no other option and eat a Mox in his GY to gain a card and Colossus is welded out. With Shama, Welder and Crypt on the table I fight an uphill battle. My Gifts aren´t effective and after trying long and hard, I die to 1/1 beats. 1-2 (13-5).
Damn.
I was happy with my deck all day. It was freaking awesome. Now I have to find a way to improve the Slaver matchup (non-artefact win conditions like Decree, Exalteds, Mages, maybe, suggestions are welcome), or I just have to accept the fact that it is a bad matchup. The sideboard was golden, only I didn´t run into Stacks (thought there were 3 on the top 8) so I didn´t get to use the Sacred Grounds.
It was fun and all and I think we can see more of this archetype.
Cheers.