Maybeboard


Deck Stats

Auriok Salvagers is a deck control deck which aims to abuse Auriok Salvagers activated ability to reuse our artifacts with 1 CMC or less. Our game plan is to use our combination of reusable artifacts and key removal spells to slow the game down, and either grind out our opponents with incremental damage and swarms of Golem beats via Golem Foundry or combo out for a win.
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Assemble these pieces

  1. Auriok Salvagers
  2. Ashnod's Altar
  3. Dross Scorpion
  4. Any Recursive Creature
  5. Any producing artifact
  6. Any mana filter
  7. Any repeatable draw outlet
  8. Win condition
Stuff

  • Reusable Pieces that can all be used as deterrents to opponent's key creatures and permanents.
  • Dispeller's Capsule: Use as an instant speed deterrent to our opponent's enchantment combo pieces and as a sudo protection against our opponents enchantment stax pieces.
  • Floating Shield: This card can be used as protection but is most efficient when used as a stax effect. Due to its last ability Shield can be sacrificed at instant speed and used to stop certain combos from going off.
    • For example: Our opponent has both Ivy Lane Denizen+Devoted Druid in play. They have just cast Presence of Gond targeting Druid. If you are not aware, as long as Druid does not have summoning sickness you can tap Druid to create a 1/1 Elf Warrior which, when it enters the battlefield triggers card:Ivy Lane Devizen|Devizen's ability allowing you to put a +1/+1 counter onto Druid. Finally you can use Druid's own ability to put a -1/-1 counter on itself, which causes both the -1/-1 counter and +1/+1 counter to negate each other and both be removed. This loop can be preformed an infinite amount of times creating an infinite amount of 1/1 Elf Warrior creature tokens.
    When Gond is still on the stack targeting Druid, we sacrifice Shield choosing to giveDruid protection from green. Shield's activated ability resolves and Druid gains protection green, Gond then resolves attempting to attach to Druid but, due to its newly found protection from green, Gond cannot enchant the Druid causing it to go to the graveyard. This now requires our opponent to retrieve their Gond from the graveyard to continue their combo. Shield is effective as any opponent that relies on a combo, in which Shield can interact with, must now respect the current threat on the board and have enchantment removal to try and combo off.
  • Journey to Nowhere: A well timed Journey to Nowhere can really slow a player down as it will force them to find and use an enchantment removal to win the game or advance their boardstate. Important to know that if used on a commander, the defending opponent can instead of having their commander exiled, chose to put it into the command zone.
  • Reprobation: Similar to Journey to Nowhere, this enchantment can be used on a creature or commander which takes it out of the game until the defending player find's and used enchantment removal. Very effective against commanders because unlike Journey to Nowhere, Reprobation can be used to shut down a commander because the card never leaves the battlefield it cannot be put back into the command zone.
  • Seal of Cleansing: A more efficient yet non repeatable Dispeller's Capsule as it does not require us to hold up mana. Great to slam down and constantly threaten to destroy and opponents enchantment combo piece, or hold up as a fail safe to remove a stax effect from your opponent.
  • Suture Priest: This card is key for its second text box. "Whenever a creature enters the battlefield under an opponent's control, you may have that player lose 1 life." This card completely shuts down any combo that relies on creating, casting, flickering, or recurring creatures an absurd amount of times to win to win.
  • Tormod's Crypt: I note this card as most decks won't run main deck graveyard removal however, due to our commander we can recur this as many times as we need on as many opponents as we wish. When on the battlefield, Crypt threatens instant speed grave-hate that some decks must answer in order to attempt to combo off.
  • Angelic Purge: Even though this card can only be cast at sorcery speed, it is powerful due to it permanently
  • exiling the target. If an opponent makes the mistake of playing an essential non-replaceable combo piece and passes the turn, Angelic Purge can be devastating to the point where the defending player is forced onto a secondary win condition or forced to win with extremely inefficient creature beats (through combat).
  • Aura Blast: Simple instant speed enchantment removal that replaces itself.
  • Cho-Manno's Blessing: This instant speed enchantment may not seem like a disruption piece however, due to it having flash (able to be cast at instant speed) it can be used to target an opponent's creature when they are attempting to win.
    • For example: Our opponent has both Ivy Lane Denizen+Devoted Druid in play. They have just cast Presence of Gond targeting Druid. If you are not aware, as long as Druid does not have summoning sickness you can tap Druid to create a 1/1 Elf Warrior which, when it enters the battlefield triggers card:Ivy Lane Devizen|Devizen's ability allowing you to put a +1/+1 counter onto Druid. Finally you can use Druid's own ability to put a -1/-1 counter on itself, which causes both the -1/-1 counter and +1/+1 counter to negate each other and both be removed. This loop can be preformed an infinite amount of times creating an infinite amount of 1/1 Elf Warrior creature tokens.
    When Gond is still on the stack attempting to enchant Druid we cast Blessing targeting Druid choosing the color green. Blessing resolves and Druid gains protection green, Gond then resolves and attempts to attach to Druid but, due to its newly found protection from green Gond cannot enchant the Druid causing Gond to go to the graveyard. This now requires our opponent to: retrieve their Gond from the graveyard and use enchantment removal on the Blessing to continue their combo.
  • Erase: Cheap, instant speed permanent enchantment removal.
  • Forsake the Worldly: Instant speed permanent artifact and enchantment removal with the upside of being able to cycle itself.
  • Humble: Instant speed answer to stop an opponent the turn they attempt to win. This can be used as a "you can't win this turn" and gives the table a full turn cycle to either respond to the player threatening to win, or attempt to win themselves on their own turn.
  • Lapse of Certainty: One of our two counter spells in the deck which can be used as protection for our ourselves when we attempt to combo off. Or be used to stifle an opponent the turn they attempt to combo off, usually allowing the table a full turn rotation to answer the threatening player or attempt a win themselves.
  • Last Breath: Instant speed permanent exile for combo piece creatures. Using instant speed exile can completely obliterate a player's primary win condition and force them to win with either a secondary win condition or force them to win with extremely inefficient creature beats (through combat).
  • Mana Tithe: Our second and last counter spell in the deck which can be used as protection for our ourselves when we attempt to combo off. Or be used to stop an opponent the turn they attempt to combo off.
  • Stave Off: Can be used in the same way as Cho-Manno's Blessing. Stopping certain combos from going off by giving an opponent's creature protection from a color which results in their combo fizzling.
  • Ward of Lights: Can be used in the same way as Cho-Manno's Blessing and Stave Off. Stopping certain combos from going off by giving an opponent's creature protection from a color which results in their combo fizzling.
  • Apostle's Blessing: Cheap, instant speed protection for a creature or artifact we control. This is notable as it is the only instant speed artifact protection in the format. If an opponent resolves an exile effect against our Dross Scorpion or Ashnod's Altar it will disable our entire combo line and force us to win by grinding out our opponents.
  • Gods Willing: Cheap, instant speed protection for a creature that scrys us one card deep.
  • Haunted Fengraf: Although the activated ability returns a creature card at random, we run few creatures and will most likely have one, maybe two, creatures in the yard. Important to note that when our commander tax starts getting really high we can let the commander go to the graveyard and return it to our hand with Fengraf to avoid the commander tax.
  • Herbal Poultice: Repeatable, instant speed creature protection. Important to know that this will not protect against exile effects.
  • Mine Excavation: Artifact or enchantment recursion that can be doubled with conspire to reuse stax effects or artifacts in our yard.
  • Remember the Fallen: Efficient, sorcery speed recursion for both a creature and artifact. Also can be used similarly to Fengraf to avoid commander tax.
  • Sejiri Steppe: This card provides protection on a land and can be used the turn we try to combo off, giving one of our most vulnerable pieces some protection for the turn.
  • Shelter: Instant speed creature protection that replaces itself.
  • Welding Jar: Repeatable, instant speed regeneration for our artifacts. Important to know that this does not protect against exile effects.
  • Reusable artifacts to consistently hit land drops or ramp us each turn. In conjunction with Walking Atlas we can ramp heavily into large amounts of mana.
  • Conjurer's Bauble: Can be used to put a card back on the bottom of our deck in response to a graveyard exile effect.
  • Expedition Map+Walking Atlas: When both are on the battlefield and Atlas does not have summoning sickness. Map can be cracked at instant speed to tutor up Fengraf or Steppe to our hand. From there we can use Atlas's ability to put either one on the battlefield allowing us to return a random creature card from our graveyard to hand in response to an exile effect, or give a creature uncountable instant speed protection.
  • Golem Foundry: This is our "secondary wincon" and can easily become overwhelming for our opponents as there are very very few board wipes in the format.

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93% Casual

Competitive

Date added 4 years
Last updated 4 years
Exclude colors UBRG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

12 - 0 Uncommons

60 - 0 Commons

Cards 100
Avg. CMC 1.77
Tokens Golem 3/3 C, Myr 1/1 C
Folders Artefactos metalcfrat
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