Salvaging Station Deep Dive
I rediscovered this card recently and I can't stop thinking about the possibilities. It's relatively straight forward to understand, but there are so many ways to abuse it, that I figured I would try to break it down for my own benefit and share the results.
Salvaging Station is at its core an artifact matters payoff. The way it works though is intriguing because you need to care about the GY, about creatures dying and artifacts to recur. To me, it has the hallmarks of an all-timer cube card (if it is already, then I am late to the party!).
@KlavierAchse posted on CubeCobra a list of cards that fit this 1 MV artifact theme and I definitely used that as a resource to get started (check out their blog, there are a lot of quality posts there btw).
What 1 MV noncreature artifacts can
Salvaging Station recur (non exhaustive list)?
Cantrips




These innocuous artifacts really make a format tick, providing draw smoothing to all colors and enabling all sorts of synergies.
Mana



Returning artifacts that generate mana can lead to some double spell turns or bigger. In a non-powered context,
Lotus Bloom is a very exciting target to recur, provided you can discard it first (
Artificer's Intuition??) and works great with Tameshi too.
Citadel and
other artifact lands offer a rare opportunity to mesh artifacts, lands and GY together. There are some combos in the second part that put those lands to use.
Interaction



You get a wide range of effects to chose from here and can increase or decrease power level playing with the activation cost.
Bodies


I. Fair Station
The <= 1 MV on artifacts isn't unique and you can definitely send a signal to your drafters that they are supposed to care.
1. Tutoring






Artificer's Intuition needs a unique type of cube to function, but that could be a fun design challenge to explore. The other cards are known quantities and will work well. Your tutor targets can determine the power level of the deck to some extent (
Urza's Saga is never low power).
2. Recursion redundancy

Auriok Salvagers is a great card to include for this theme, especially if you have some
cost reduction effect for your artifacts.
Tameshi is another card that probably warrants a deep dive, but in this context it brings back cheap artifacts, cantrips and gives you another land drop.
You can be less strict with the mana value restriction and that opens the door to other cards.




I love Glissa and having a home for her is exciting!
Executioner's Capsule is the nuts, but even without it, incidentally getting an artifact with each removal spell you cast is a lot of slow incremental value.
3. Sacrifice
You can care about artifact sacrifice or creature sacrifice with Salvaging Station which means there are a ton of possible options and permutations of relevant cards.

Anvil and Foundry creating creatures while sacrificing artifacts helps you fulfill both requirements of
Salvaging Station. It's neat to find
Thopter Foundry having a non-combo application.

For each trinket or bauble you sacrifice, you get a token attached to it which allows you to keep the chain going with a sacrifice outlet.



You are going to be sacrificing low mana value artifacts and hopefully often. These convert the sacrifice into a way to close out the game. Devil can play double duty for when you sacrifice creatures too.

These can bin artifacts for the Station or tutor up important pieces that you need to complete your engine.

Individually or in tandem, these can lead to crazy loops and even infinite combos (see second part).
While clunky, Post is a fantastic card to pair alongside
Salvaging Station. It can act as an enabler or redundancy for the Station. Sacrificing both artifacts and creatures is not common after all.
4. Leave the Graveyard

Artifacts leaving the GY via Station can give you bodies needed to untap Station.
5. ETB

You can get incremental value by recurring artifacts with Station
6. Untap



More untaps means more artifacts recurred. The keys and Engine work nicely with artifact mana ramp.
7. Lantern control


I'm going to be honest, I'm not 100% sure how to pull this off. It was in KlavierAchse's post and I would love for them to expand on it if they feel inclined to. My instinct tells me to go with these

Grinding Station lets you bin Lantern so you can recur it with
Salvaging Station while milling the opponent.

Bell gives you some redundancy on the mill, while Elixir makes it so that you don't mill out.
II. Combo Station
If you are able to get a 1 mana noncreature artifact that produces a token, you have the setup to go off with Salvaging Station. All you need is a sacrifice outlet!
1. Artifact sacrifice combos
You can use any free artifact sacrifice outlet to get these combos going. You always get infinite ETBs, death triggers and whatever the ability of the sacrifice outlet is.


By virtue of Germ tokens being 0/0 creatures, if you can sacrifice the equipment with Living Weapon, the creature dies, untapping Station. Repeat as many times as needed. Note, you need a
sacrifice outlet for artifacts.
Mandibular Kite is another option if you dip into White.



Here the Requisitioner provides you with an artifact body to sacrifice.
Chromatic Sphere could be any 1 mana noncreature artifact and Ravager could be any free artifact sacrifice outlet.
2. KCI combos
KCI generating


makes it a unique combo piece and this holds true with
Salvaging Station. There are many KCI combos and I won't post them all., but these showcase how they work nicely.


Foundry makes artifact creatures which means that with KCI, you can sacrifice both the Foundry and the Servo, netting infinite mana, deaths and ETBs. If you substitute Foundry for
Origin Spellbomb, it works too, just don't pay the

mana.




I wanted to use this one as an example of some of the more complicated lines you can use. Chromatic Sphere can be any noncreature artifact with MV = 1 and Stonecoil Serpent can be any artifact creature that can be cast for 0 mana and has 0 toughness (
Walking Ballista,
Hangarback Walker,
Marketback Walker come to mind).
3. Karn combos
Karn, Silver Golem animates any noncreature aritfact into a creature, thus fulfilling both Station conditions.


You tap Citadel for mana, turn it into a 0/0 with Karn's ability and recur it with the Station. You get infinite deaths and landfall triggers which is quite rare for a colorless combo. Citadel could be any of the Mirodin artifact lands, you just need it to enter untapped.



Like with KCI, your Karn combos can be pretty complicated. Sphere could once again be any one mana noncreature artifact.
Ashnod's Altar could be
Phyrexian Altar or KCI. Alternatively, you could use
Sol Ring or
Mana Vault and forgo the need to use a sacrifice outlet that produces mana, returning to
Arcbound Ravager and friends.
4. Esper combos



You use mana from the Mox to activate Foundry, sacrificing said Mox. Then sacrifice the token with Altar and that allows you to recur the Mox with Station. Altar could be any free creature sacrifice outlet and
Mana Vault,
Sol Ring or any of the OG
Moxen could work instead of Opal. Or maybe you have a
Mox Jasper and a
Changeling Outcast or whatever twisted thing you people are into


This one is similar to the Karn/Citadel one from above but requires you to have
Seat of the Synod to tap for Blue mana.
That was a lot to get through and I'm sure I missed half of what is possible with this card. What seems obvious is that it should work very well in Riptide style cubes that already run a lot of the infrastructure needed to make the card tick, such as sacrifice outlets, a graveyard theme and trinkets and baubles to recur. You have to be somewhat careful as it's the kind of card that can "accidentally" go off if you have some of the grindy artifact cards like KCI and other free sacrifice outlets,
Scrap Trawler and a variety of cheap artifacts.
Salvaging Station also offers you the option of going fair or unfair, high power or low power depending on your goals. I am definitely adding it to my lower power cube and seriously considering it for my higher powered one.