View Full Version : [Deck] Trinket Salvager
FluffyPinkBunnies
08-18-2008, 04:34 PM
Ive been kicking this deck around since mirrodin block, ive changed this deck around many times and right now i think this is the final list that im prepared to share and get ideas for.
//Land
1 Vault of Whispers
1 Seat of Synod
1 Ancient Den
4 Polluted Delta
4 Flooded Strand
4 Tundra
4 Underground Sea
1 Island
1 Swamp
1 Plains
//Creatures
4 Auriok Salvagers
4 Disciple of the Vault
4 Trinket Mage
//Spells
4 Lion's Eye Diamond
4 Sunbeam Spellbomb
4 Chrome Mox
4 Brainstorm
4 Sensei's Divining Top
1 Engineered Explosives
1 Pithing Needle
4 Intuition
How it works: Use the Salvagers ability to recurr a Lion's Eye Diamond until you kill them with the disciple in play.
Card choices outside of the combo:
Chrome Mox: When mana is needed this bad boy is there, targetable with trinket mage.
Brainstorm: Looking for the last peice of the puzzle? This is the card for you.
Sensei's Divining Top: Good utility dig card, targetable with trinket mage.
Engineered Explosives: Cleans house, targetable by trinket mage, only one copy because of salvagers.
Pithing Needle: Those Pesky Activated Abilities hate this guy. Targetable with trinket mage.
Artifact Lands: Land and targetable with trinket mage.
Trinket Mage: He's an Animal
Intuition: Get peices of the puzzle or get some artifacts to make em sweat(EE,Needle). Works great with salvagers
So, What Does everyone think? I was playing around with the idea to throw in stifle/dreadnaught combo. Trinket mage can dig up the Naught and Auriok Salvagers can put him back into the fight.
Now, heres where i need you guys. Give me some advice for this deck, change it around, and throw any and all ideas back at me, even if it's to scrap this deck.
Waikiki
08-18-2008, 05:03 PM
why not just use pyrite spellbomb ?
diffy
08-18-2008, 05:07 PM
Some random thoughts:
Auriok Salvagers are a creature with no built-in protection. Since Legacy is a rather creature-heavy format, removal is everywhere meaning that you need some sort of protection for the Salvagers. Go with any combination of Thoughtseize, Force of Will and Counterbalance. With more control elements in the deck, you can also cut Chrome Mox as you can compensate the loss of speed by an increase in protection.
Disciple of the Vault - don't play it. When you go into your combo, you don't really need a 'hard' wincondition as you can just draw your deck via a Spellbomb, clear the opponents board with recurring Engineered Explosives, play all creatures you have, fill your hand with permission, pass and swing in for the win on your next turn (similar to how Bomberman does it in Vintage with the difference that you don't have Timewalk). I'd rather play a wincondition that is also good outside of the combo... Tarmogoyf would fit rather nicely into the picture as it allows you to either stall the opponent prior to comboing or to go into an aggro-control mode and just beat down with Goyfs and Trinket Mages protected by Counterbalance and Force. An alternative to Tarmogoyf is Dark Confidant which would put the focus more on a combo-oriented approach as he doesn't open an alternative gameplan.
Sunbeam Spellbomb - AEther Spellbomb is probably what you are looking for as the Unsummon-effect can be rather nice against the randomness you're likely to face in Legacy (bouncing Dreadnoughts or Countryside Crushers is fun!) and is likely to stall better than the 5 lifegain you get of Sunbeam Spellbomb as it forces your opponent to re-invest mana into his threat. Also not the synergy with Counterbalance (bounce opposing critter and then counter it with Balance when they replay it).
You probably need some more Tutoring/Cantriping power as your combo involves a rather large sum of cards - Ponder is your best bet if you want to keep it more like an Aggro-Control deck with a Combo finish, Lim-Dul's Vault is a good option if you want to focus more on the combo. If you add Ponders you can also cut some lands (22 is loads even more so with cantrips to find them).
More generally speaking, I'd make this less reliant on the combo as the combo is too easily disrupted and rather slow - this means that you can cut some number of otherwise totally dead Lion's Eye Diamonds. If you go this way, Dark Confidant is probably another good include.
Artefact Lands are pretty bad - you almost never want to tutor them up and if drawn they just make you too vulnerable.
Some possible changes (to make the deck more controlling):
-4 Disciple of the Vault
+4 Tarmogoyf
-4 Chrome Mox
+4 Counterbalance
-1 Sensei's Divining Top
-2 Lion's Eye Diamond
-4 Sunbeam Spellbomb
-1 Ancient Den
-1 Vault of Whispers
+2 AEther Spellbomb
+4 Force of Will
+3 Ponder
-1 Seat of the Synod
-2 Underground Sea
-1 Tundra
+3 Tropical Island
+1 Academy Ruins
If you don't need black for sideboard options, cut the remaining 2 Underground Seas for some basics. The numbers of the combo pieces are probably also off (you might want to play more Spellbombs).
However, the real question is why play this over a Painter combo deck - your combo is just as vulnerable as theirs while their combo is cheaper and has less parts to it which leaves more room for protection.
why not just use pyrite spellbomb ?
Because it's dead outside of the combo.
FluffyPinkBunnies
08-18-2008, 05:07 PM
It dosent really matter which spellbomb is used, as long as it hits the yard and comes back.
You need more disruption, Disciple+Auriok+LED+Spellbomb is harder to do then Auriok/LED/Pyrite. I think you should fit in some Thoughtseizes maybe or some sort of way to protect your combo. Since you run tops Counterbalance looks damn nice as well.
My suggestions
-4 Disciple
-4 Sunbeam
+4 Counterbalance
+4 Pyrite
Also Chrome Mox looks less then stellar without any way to regain the lost card advantage. Accumulated Knowledge seems really good in this deck too since you run the Intuitions to search for them.
Willoe
08-18-2008, 05:38 PM
I'd also play a backup weapon: Phyrexian Dreadnouhght. Actually, my list would probably look like:
4 Auriok Salvagers
4 Trinket Mage
2 Phyrexian Dreadnought
3 Stifle
4 Counterbalance
4 Force of Will
4 Ponder
4 Brainstorm
4 Thirst For Knowledge
3 Intuition
1 Engineered Explosives
1 Pyrite Spellbomb
2 Lion's Eye Diamond
1 Seat of the Synod
1 Ancient Den
1 Academy Ruins
4 Tundra
4 Flooded Strand
4 Polluted Delta
1 Hallowed Fountain
2 Island
1 Tropical Island
1 Plains
Pretty strong against combo, okay control mathchup, crappy aggro and aggro-control matchup. A counterbalance on 0 or even 1 will screw you up. But it's pretty neat that Salvagers + Protect for a turn, next turn Intuition for LED, LED pyrite, win.
The cool thing about this combo is that it can outright be Intuitioned, Auriok Salvagers is JUST out of Bolt Range (really, that matters), he can block a lot of kills some minor dudes, kills Factories to live and tell about it, stops Threshed Mongeese etc.
An alternative win-condition, a tutor which can fetch either the infinite mana source, the bomb, the alternate win-con, mass removal or that final mana source needed to play Salvagers, Thirst for Knowledge which places the artifacts where you want them - in your grave.
The bad thing about this combo is that it dies (well, delays you) with stifle, kills you with Counterbalance, graveyard hate, pithing needle, STP etc. Too bad that I never think that this Bomberman-wannabe never will see play. I'll proxy it up on MWS and post my results, though.
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