Salvaged Imitations is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
For each number between 1 and X, conjure a random artifact card with that mana value onto the battlefield. X can't be 0.
Complete guide
Salvaged Imitations is an unpredictable Alchemy sorcery that fills your board with mysterious relics from across Magic's history. By investing mana into X, you manifest a variety of random artifacts directly onto the battlefield. This card is perfect for players who love high-variance gameplay and building an immediate, diverse board presence.
Unpacking the Conjured Goods
When you cast Salvaged Imitations, you choose a value for X that is 1 or greater. The spell then looks at every integer from 1 up to your chosen X. For each of those numbers, the game 'conjures' a random artifact card with that specific mana value. Conjuring is a digital-only mechanic that creates a new card out of thin air and places it directly into the game, in this case, onto the battlefield.
Step-by-Step Resolution
First, you pay the mana cost {X}{R}{G}. Upon resolution, the spell checks X. If X is 3, the game identifies the values 1, 2, and 3. It then selects one random artifact card for each value from the entire pool of artifacts available in the format. These cards enter the battlefield simultaneously. Note that since they are put onto the battlefield, you do not 'cast' the artifacts, so 'as-cast' triggers will not fire.
Strategic Timing and Constraints
Because X cannot be 0, you must spend at least three mana ({1}{R}{G}) to cast this spell. The power of Salvaged Imitations scales significantly in the late game. However, remember that the artifacts are random; you might get a powerful creature or a niche utility piece. Because these enter as new objects, they will be affected by summoning sickness if they are creatures.
Common Pitfalls
A common mistake is forgetting that this spell produces one artifact for every mana value in the range. If X is 5, you get five artifacts total (one each of costs 1, 2, 3, 4, and 5). Also, because the cards are conjured directly to the battlefield, any 'Additional costs to cast' or 'X' values in the conjured artifacts' costs will be ignored or treated as 0.
Interaction examples
On turn two, you cast Farseek to put a Mountain onto the battlefield. This allows you to cast Salvaged Imitations for X=2 on turn three. You will conjure one random artifact with mana value 1 and one random artifact with mana value 2, immediately giving you a board presence of two permanents.
You use Cultivate to ensure you have five mana available. You cast Salvaged Imitations where X is 3. The spell resolves and conjures three distinct artifacts (one 1-drop, one 2-drop, and one 3-drop). Even if the 3-drop is a powerful artifact creature, it cannot attack this turn, but it provides an instant defensive line.
In a long game, you cast Salvaged Imitations with X=6. The spell generates six different artifacts ranging from mana value 1 to 6. This creates a massive amount of enters-the-battlefield triggers and can completely flip the game state by introducing six new permanents for the cost of one card.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Salvaged Imitations
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Legal formats
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Meta decks with Salvaged Imitations
No archived Top 8 deck with this card yet.



Farseek
Cultivate