Dakmor Salvage

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal

Dakmor Salvage

Land

Dakmor Salvage enters the battlefield tapped.

: Gain .

Dredge 2 (If you would draw a card, instead you may put exactly two cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

Cowmmunist on *Steel Prism* (Child of Alara Deck) 88 Lands

3 days ago

how about a nice Kessig Wolf Run? It might be worth taking out Transguild Promenade because I absolutely hate that card lol. But seriously Kessig is inexpensive and fits the theme. I love this deck! This is very similar to a Lord Windgrace deck I play online. that deck utilizes cards like Dakmor Salvage and Kozilek, Butcher of Truth to loop the graveyard over and over again, so I can storm off with Underworld Breach. I love lands, ever since I first played against it at a legacy tournament.

CommanderNeyo on Gitrog Combo

2 weeks ago

I love the The Gitrog Monster, and he was the first commander that I built and owned.

Some recommendations I have for you are:

If you are wholly committed to the combo, Squandered Resources will become one of the best cards in your deck. It lets you generate significant amounts of mana and card draw to find Skirge Familiar and Dakmor Salvage.

Although not as good, I also enjoyed having Zuran Orb in my commander deck to draw boat-loads of cards.

Splendid Reclamation is great, allowing you to grab several of the lands that inevitably land in the graveyard. I would consider it necessary if you run Squandered Resources.

Underrealm Lich can let you dig deep into your deck when The Gitrog Monster is out.

I would recommend running a lot more fetchlands as well, since they work to help you draw cards. Anything that can grab a forest or swamp, so that you can grab Bayou or Overgrown Tomb

Nurturing Peatland was almost made for the frog, since it draws two cards when he is out. I also personally like Cryptic Caves.

If you add these lands, then I would also recommend adding Crucible of Worlds and Ramunap Excavator, since they will help you replay them to draw more cards.

nbarry223 on A New Type of Amulet

3 months ago

Elvish Reclaimer + Flagstones of Trokair was some of the glue I was missing. They both enable lots of synergies. I've really liked the lines where I use Elvish Reclaimer to blow up a land to find Ghost Quarter to target myself, all while having The Gitrog Monster out, to net myself 3 draws (Ghost Quarter draws on its cost and when you destroy a land).

Tireless Provisioner and Tireless Tracker have also been performing well. I think dropping some of the less useful overall creatures to 1 copy and adding more tutors gave the deck a more streamlined feel when piloting it, as I now get less draws where I feel like they are bad, while still retaining the overall utility.

Cultivator Colossus has just been an all-star, and might even find itself bumped up to 4 copies. It lets me fill my hand with cards due to drawing off the bounces essentially, which can sometimes let me get into the cute The Gitrog Monster + Dakmor Salvage combo during my end step, where I can basically dig through most of my deck if desired.

seshiro_of_the_orochi on Ray Fe Laz, Scorpion Trainer

3 months ago

You can also use the Capenna fetches.

This seems incredibly cool, great design. The Gitrog Monster, Noose Constrictor/Wild Mongrel and Dakmor Salvage seem obvious additions.

nbarry223 on Jund Loam [Modern Heartless Gitrog]

4 months ago

where's Dakmor Salvage? You can basically draw your whole deck in one turn with Dakmor Salvage + The Gitrog Monster if you keep dredging it during your cleanup step (fixing your hand to whatever you want). You have enough built in card advantage, that that is a viable strategy.

Guerric on Shady's Back. Back again

4 months ago

Hi Afliss10! Welcome back to commander! Meren is a great commander and so much fun, but getting the right engine is critical to getting her to work right. The key is to fill it with low cmc, self-saccing creatures who can get you stuff, give Meren counters, and get recurred to do it again. You also want to run as many creatures as possible, since you can get them back, and play a dredge subtheme that will fill your graveyard with toys.

A good example of this would be how to ramp. I run Cultivate in many green decks, but not in Meren. Instead I ramp with Dawntreader Elk, Sakura-Tribe Elder, Yavimaya Elder (technically not ramp, but you won't miss land drops), Burnished Hart and the like. These cards sacrifice themselves to get you lands and Meren counters. Then you can bring them back with Meren and do it again to get lots of lands.

It's also great to run dredge cards since you can fill your graveyard with cards and pick what you want with Meren, functionally improving your draw. Golgari Grave-Troll, Stinkweed Imp, Dakmor Salvage, and Life from the Loam fill your yard with good cards to recur.

You have some great cards in here, but some would be better in other decks. I think if you can get your engine moving here by focusing the deck more you'll have a lot more fun with the fun cards! My deck is here for reference- Recycling for Profit: Dedgin' the Fill with Meren. I've been playing it for almost five years now and its a monster of a deck! One of these days I'll get around to writing one of my elaborate primers on it, but I haven't got there yet! I've also been advising another Meren player here- Cheat Death. There are a lot more suggestions from myself and other players there as well. Please feel free to ask any other questions that you have and I will do my best to help!

Guerric on Cheat Death

4 months ago

Hi again peterbdude! Welcome to Meren! She rocks. I thought I'd put some suggestions and general guidance from my many years of playing her. Thankfully you can play a powerful Meren deck on a budget, so I'll try to avoid any splashy options.

To begin with, I've found that the most important thing is to lean into cards with the dredge ability (which is rated a 10 on Mark Rosewater's storm scale), play lots of self-saccing low cmc creatures that can help you stack counters and recur for profit, and to play as few non-creature spells as possible. Non-creature spells don't feel as good as it's tough to recur them once they are dredged into your graveyard, and you can't as easily repeat them for value. The best card in my deck is one that might push your budget just a little but is so good is Life from the Loam. I did used to play without it and it works, but it is really nice and if there were one more valuable card I'd recommend for the deck its this one, it just makes games so smooth its hard to overstate it. The other power card in this deck is Living Death, which combined with Syr Konrad, the Grim and some creatures on everyone's board will often win games. Recurring it with Eternal Witness can also put your opponents in a nasty lock.

The biggest problem I see so far with your build is just that there aren't many ways to put things into your graveyard. Dredgers like Golgari Thug, Golgari Grave-Troll, Stinkweed Imp, and Dakmor Salvage are critical build pieces, and cards like Underrealm Lich and Hermit Druid help a lot too, though the latter is probably on the top end of your budget. On top of this, you want a lot more low cmc self-saccing creatures. You are playing Caustic Caterpillar, which is great, but you want a lot more of this. Dawntreader Elk is like an extra copy of Sakura-Tribe Elder and is great, and there are a lot more like it which you can see in my deck here- Recycling for Profit: Dedgin' the Fill with Meren.

I do think you have a lot of fun cards in your deck and one of the great things about Meren is that she can be customized a lot to suit your own personal approach. The danger of Meren is simply in not having a good engine set up where you always have great targets to sacrifice and bring back to the battlefield each turn, and that happens when we don't have cards that can sac themselves and we don't have ways to dump more cards into our yard, and that is what I would work on tuning here! A lot of times it is the boring things and not the splashy cards that make the difference!

guywitharock on Team Kathril

4 months ago

Red05 - I would say it needs "more" self-mill not in the sense that more cards should self-mill, but the cards you include should each mill for more. Bang for card buck mill-wise.

It feels like the aim of this deck is to get the graveyard as full of some juicy keywords as quickly as possible, then let the beatdown commence with whatever creatures are on board after a Kathril play. The self-mill you have is somewhat limited or can't be played until later turns when you could already be falling behind. Dakmor Salvage is only good when you can consistently send it back to grave, Splinterfright just dies if you have no creatures in grave already, Stitcher's Supplier only mills 3 until your opponent decides to kill it, Deadbridge Chant and See the Unwritten require 6 mana which can take time, etc...

Pair that with the fact that there's only ~17 decent keyword providers at your disposal, the odds of ripping the several that you'll want to start with is low without more consistent mill. Some back-of-the-napkin math shows that even if you mill yourself for 6 cards there's still a ~1/3 chance that NONE of those creatures even get milled, let alone only milling some of the more tame keywords like flying or hexproof which by themselves probably won't win you any games.

Therefore, it feels like having some low-cost, high-yield self-mill options would be extremely valuable - the kind of thing where when you pull it in your opening hand or turn 2 you know you can get the ball rolling. You already have Nyx Weaver, Skull Prophet, World Shaper, and Death's Oasis which fits that bill, and having a couple more cards like those would add a lot more consistency. Mesmeric Orb (though a bit expensive) is reliable and even works on your opponents. As I mentioned before, dredge cards would be an especially nice conclusion since it means self-mill can lead you to more self mill when you don't need card draw. My personal favorite is probably Shambling Shell since it can sac itself turn after turn if you have just 3 mana and are desperate for grave fuel.

After messing around with a version of my own and trying some stuff out, easy discard outlets could also be a good inclusion in case you rip your meaty keyword cards into your hand and can't play them. Your Greenseeker fits nicely there, and Lotleth Troll can do the same but turning himself into more of a threat in the process.

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