It looks like My missus is gunna get into this format too. This is the deck she wants to play. I have no idea if it'd be any good or not so I'm posting it here hopeing You guys can give her some advice if it's needed
I agree with Sengir. There's no reason here to take the artifact theme so far.
Cards like Frantic Salvage, Ritual of Restoration, Pteron Ghost and Loxodon Mender have very little to interact with that isn't already salvageable, and the few targets they do have are not worth a card to protect. Sanctum Gargoyle isn't good here either, but right now it's probably the best attacker in the deck so she needs some threats before taking it out. Alternatively, she could add more unsalvageable artifacts and leave it in, since it's the best artifact themed card of the bunch. I also think Leonin Squire is a wasted slot.
I have an Auriok Salvagers list that I think is pretty strong, and the way I approached this general was to focus on defense and ramp with a few control win conditions. It's not until you can afford multiple salvage actions a turn that it can generate a lot of advantage, so 34 lands won't be enough. She seems to think the deck will have a low curve because of all the cheap artifacts, but actually it gets stronger with every land drop. The games where she doesn't get twig or amulet will be pretty grim, and when she does have them searching for a land drop will take precedence over other actions (like drawing cards or using dispeller's capsule) which would be a better use of her turn.
Also, this deck doesn't want lands that enter play tapped. You'd only ever cycle a land in this deck when you've drawn way too many of them, but even then the mana you would spend cycling that Secluded Steppe might be put towards a salvage action instead, if only to move a cog to your hand for the following turn. Consider that for W more than it would take to replace Drifting Meadow you could salvage and draw a card from Conjurer's Bauble, Chromatic Sphere, or Chromatic Star, keeping the land in your hand. Holding excess lands eventually pays off big time with this deck, whereas etb tapped lands will usually cost you a salvage action that turn, essentially costing you a card. Panoramas aren't bad if she wants to run Adventuring Gear, but the other stuff like Terramorphic and Sejiri Steppe will disrupt the salvage economy too often.
Simply cutting the worst cogs (like Brass Gnat, Soldevi Sentry, Tablet of Epityr, Urza's Chalice, Runed Stalactite, and Myr Moonvessel) along with most or all of the artifact support cards mentioned earlier and replacing them with land, control, and threats would push this deck in a direction more suited to Salvagers' strengths -- more of a card advantage engine; less of an artifact weenie lord. I think she'll have trouble finishing people as is, since her best attackers are Sanctum Gargoyle and Loxodon Mender.
1 Auriok Salvagers
LAND
20 Snow-Covered Plains
1 Terramorphic Expanse
1 Evolving Wilds
1 Bant Panorama
1 Esper Panorama
1 Naya Panorama
1 Drifting Meadow
1 Secluded Steppe
1 Remote Farm
1 Ancient Den
1 Darksteel Citadel
1 Desert
1 Quicksand
1 Sejiri Steppe
1 Haunted Fengraf
DUDES
1 Arcbound Worker
1 Auramancer
1 Brass Gnat
1 Court Humunculus
1 Kor Cartographer
1 Leonin Elder
1 Leoning Squire
1 Loxodon Mender
1 Myr Moonvessel
1 Ornithopter
1 Phyrexian Walker
1 Pilgrim's Eye
1 Pteron Ghost
1 Razorgrass Screen
1 Sanctum Gargoyle
1 Shield Sphere
1 Soldevi Sentry
1 Steel Wall
1 Totem-Guide Hartebeest
1 Angelic Renewal
1 Arrest
1 Bonds of Faith
1 Cho-Manno's Blessing
1 Faith's Fetters
1 Journey to Nowhere
1 Oblivion Ring
1 Pentarch Ward
INSTANTS
1 Apostle's Blessing
1 Frantic Salvage
1 Ray of Distortion
SORCERIES
1 Mine Excavation
1 Remember the Fallen
1 Ritual of Restoration
ARTIFACTS
1 Adventuring Gear
1 Armillary Sphere
1 Blazing Torch
1 Bonesplitter
1 Chromatic Sphere
1 Chromatic Star
1 Conjurer's Bauble
1 Darksteel Ingot
1 Dispeller's Capsule
1 Expedition Map
1 Explorer's Scope
1 Flayer Husk
1 Manalith
1 Mindstone
1 Origin Spellbomb
1 Pristine Talisman
1 Relic of Progenitus
1 Runed Stalactite
1 Scroll of Avacyn
1 Scroll of Griselbrand
1 Slagwurm Armor
1 Strider Harness
1 Sunbeam Spellbomb
1 Sylvok Lifestaff
1 Tablet of Epityr
1 Tormod's Crypt
1 Traveler's Amulet
1 Urza's Chalice
1 Viridian Longbow
1 Wayfarer's Bauble
1 Wanderer's Twig
1 Welding Jar
1 Whispersilk Cloak
Cards like Frantic Salvage, Ritual of Restoration, Pteron Ghost and Loxodon Mender have very little to interact with that isn't already salvageable, and the few targets they do have are not worth a card to protect. Sanctum Gargoyle isn't good here either, but right now it's probably the best attacker in the deck so she needs some threats before taking it out. Alternatively, she could add more unsalvageable artifacts and leave it in, since it's the best artifact themed card of the bunch. I also think Leonin Squire is a wasted slot.
I have an Auriok Salvagers list that I think is pretty strong, and the way I approached this general was to focus on defense and ramp with a few control win conditions. It's not until you can afford multiple salvage actions a turn that it can generate a lot of advantage, so 34 lands won't be enough. She seems to think the deck will have a low curve because of all the cheap artifacts, but actually it gets stronger with every land drop. The games where she doesn't get twig or amulet will be pretty grim, and when she does have them searching for a land drop will take precedence over other actions (like drawing cards or using dispeller's capsule) which would be a better use of her turn.
Also, this deck doesn't want lands that enter play tapped. You'd only ever cycle a land in this deck when you've drawn way too many of them, but even then the mana you would spend cycling that Secluded Steppe might be put towards a salvage action instead, if only to move a cog to your hand for the following turn. Consider that for W more than it would take to replace Drifting Meadow you could salvage and draw a card from Conjurer's Bauble, Chromatic Sphere, or Chromatic Star, keeping the land in your hand. Holding excess lands eventually pays off big time with this deck, whereas etb tapped lands will usually cost you a salvage action that turn, essentially costing you a card. Panoramas aren't bad if she wants to run Adventuring Gear, but the other stuff like Terramorphic and Sejiri Steppe will disrupt the salvage economy too often.
Simply cutting the worst cogs (like Brass Gnat, Soldevi Sentry, Tablet of Epityr, Urza's Chalice, Runed Stalactite, and Myr Moonvessel) along with most or all of the artifact support cards mentioned earlier and replacing them with land, control, and threats would push this deck in a direction more suited to Salvagers' strengths -- more of a card advantage engine; less of an artifact weenie lord. I think she'll have trouble finishing people as is, since her best attackers are Sanctum Gargoyle and Loxodon Mender.
BPauper Glissa EDHG
WMaw of the Obzedat PDHB