Aggravated Assault

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Aggravated Assault

Enchantment

: Untap all creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase. Activate this ability only at any time you could cast a sorcery.

Sk8mops on Aurelia Combat Master

3 weeks ago

That doesn't sound too bad to be and would be worth a closer look. I'll try to integrate Neheb, the Eternal & The Reaver Cleaver into the deck. And if the mana output convinces me, I'll give Aggravated Assault another chance ;)

Btw, is there a public list of your Aurelia deck? I'm a bit curious what it looks like exactly, but I couldn't find it in your TappedOut decks...

NV_1980 on Aurelia Combat Master

3 weeks ago

You're welcome, friend! I've actually managed to find more than a few ways to keep the energy-flow going in my own Aurelia deck, to fuel not just Aggravated Assault, but also promote spell-casting in both the pre- and post combat main phases. This I did by adding lots of mana/treasure-generation capacity that depends on my attacks and the damage I deal (with cards like Ancient Copper Dragon, Neheb, the Eternal, Sword of Feast and Famine and The Reaver Cleaver). Thanks for making a good point about Lightning Greaves by the way; now I'm reconsidering it myself.

Sk8mops on Aurelia Combat Master

4 weeks ago

Thanks for the suggestions!

In the early days of the deck I actually played Aggravated Assault, but it was really too mana intensive. I play it in other decks, but they usually have green as one of their colors. Boros is just too weak at generating mana and even in mid to lategame I'd rather spend the 5 mana on a stronger board presence than just an extra combat phase. That's the reason why Aggravated Assault was replaced by creatures like Combat Celebrant, Moraug, Fury of Akoum & Scourge of the Throne.

I don't like Lightning Greaves in equipment decks, because it happens more often than I'd like that I only have one creature on the battlefield. And not being able to equip more equipment is a really unpleasant slowdown..

Dolmen Gate is a good idea that I've already thought about myself. However, no free slot has yet been found for it. And I have to say that I play all my decks in paper and I just haven't been able to get my hands on a Dolmen Gate because I haven't come across it yet ;) But I'll keep my eyes open for it in the future!

NV_1980 on Aurelia Combat Master

4 weeks ago

Nice deck. Curious as to why Aggravated Assault didn't make the cut. Requires too much mana? Dolmen Gate is a pretty awesome redunancy for Iroas and cheap to cast. I'd further recommend Lightning Greaves for Aurelia.

Rhadamanthus on How to Train Ūr-Dragon

1 month ago

Because of all the creatures that like attacking, I recommend Aggravated Assault. You have some effects in here that can even "go infinite" with it (Old Gnawbone and Ancient Copper Dragon being the main ones).

Caerwyn on The Chorus of the Sliver

1 month ago

Aggravated Assault, Amoeboid Changeling, and Intruder Alarm are must-haves in a Sliver Overlord deck. With Aggravated Assault, you tap 6+ slivers to pay for the ability, net positive mana, and repeat forever. While this mana does not survive to a main phase, you can use it to tutor every single sliver in your library to your hand.

Just as importantly, it allows you to infinitely untap Amoeboid Changeling--you can then use the infinite mana you also generate alongside Sliver Overlord's ability to take every single creature your opponents control for your own.

Intruder Alarm works similarly--if you have enough slivers, you can pay for Overlord's tutor ability, cast the sliver you just tutored, untap all your mana-producing slivers, and repeat until you have played all or a significant chunk of the slivers in your deck.

To make room for these cards, I would personally cut the fog cards. Fogs are not particularly good in Commander--they buy you protection only for a single round of combat against a single player. Not exactly a great use of one of your precious cards. Other cards to consider cutting are Wild Growth (there are better ways to ramp with slivers), Prodigious Growth (which is not needed on slivers, as they all pump themselves), and Awakening Zone (which is too slow for how fast sliver decks want to move and not needed since most slivers have a low mana cost).

lhetrick13 on Give your opinion on my dinosaur deck!

1 month ago

Lopende_Band - Like many of the people commenting, I also run a dinosaur deck but Gishath, Sun's Avatar is my commander so the deck (Gishath Spared No Expense!!!)runs slightly different but many of my experiences are likely still relevant.

  1. Do I run a good amount of lands (or is it too much) I personally feel like you need around 36-37 lands for dinosaurs. Your average CMC is 4.0 so that means you likely need more lands in the deck that normal plus heavy ramp. Between your lands and ramp/acceleration of the deck, I would make sure you have at least 50-55. That will make it so your deck is very consistent and you can cast those big dinos earlier than like turn 6-7. Urza's Incubator for Knight of the Stampede would be an expensive swap but very worth the investment. Some of your human mana dorks, you may consider swapping out for just mana rocks. Mana rocks are much harder to remove although I would highly recommend Selvala, Heart of the Wilds if you are going to stick with just straight mana dorks and not run a dork with some utility. If you start with her in your opening hand, your deck will be amazing! Forerunner of the Empire also is an amazing card that is a dino tutor and Enrage triggerer. Please consider him in your deck.

  2. Should I run more basic lands in favour of lands that come tapped? If possible, run as few tap lands as possible...it will speed up your deck. There is a reason why shock lands like Sacred Foundry, Temple Garden, and Stomping Grounds are expensive and it is because you can chose if they come in tapped or not AND they are fetchable. As you do have a good amount of ramping sorceries and dinosaurs that fetch basic lands, you need at least 8-10 to make sure those cards do not become worthless but tap lands are not good.

  3. Do I run too many creatures? (39 seems like a lot) Like I said, you could likely drop some creatures in exchange for more consistent game play. Unlike Gishath, Sun's Avatar where you specifically need to hit dinos to cast them for free, your commander's ability triggers only once per turn and can cast any card. So can drop the creature count for more support.

  4. Should I add any more of card draw / targeted removal / board wipe and cut a piece of ramp? You do have very few interaction cards in the deck for removal. I would recommend adding things like Trapjaw Tyrant and Silverclad Ferocidons. Both cards do work. I find that there are very few times I need to wipe the board playing dinos but I actually need to prepare for board wipes. SO I run alot of protection spells to protect my big dino boardstate rather than mess with my opponents.

  5. Do I have enough wincons in this deck? (e.g. akroma's will) Overwhelming Stampede and Akroma's Will are nice finishers for stompy decks. You might consider Aggravated Assault to get some extra combats so your big creatures can swing multiple time per turn rather than just one big push.

lhetrick13 on Ty-Ramp-A-Saurus Wrex

2 months ago

Grends27 - Thanks for your thoughts on my deck so I wanted to repay the favor! Disclaimer, looking at your decklist, I am assuming more of a budget build so I will take that into account.

So first off, I like the high creature count of the deck. Similar to my deck, I think I counted 8 creatures that are not dinos that will not hit with Gishath. Most of the non-dino creatures in my deck are there for utility/ramp purposes and seems like yours are filling similar roles. Personally, I am a little underwhelmed by Ilysian Caryatid, Llanowar Elves, and Ixalli's Lorekeeper and try to avoid anything with toughless less than 3 due to Marauding Raptor. I would encourage you to try out Kinjalli's Caller, Shaman of Forgotten Ways, and Intrepid Paleontologist as they provide a similar role but usually have something more than just adding mana/acceleration to the deck. You really need to consider Forerunner of the Empire. The tutor effect is great by itself but the ability to trigger your Enrage dinos is very powerful. Plus with the abundancy of 1/1 tokens in EDH, this is a board wipe for any creatures weaker than say 2 toughness. He is another great utility creature for dinosaur decks!

I like the dinos you included. I know I said I would suggest budget but Trapjaw Tyrant and Silverclad Ferocidons do work. Especially when you have the ability to trigger their Enrage ability multiple times per turn!

Your land count is very similar to mine, I did not count up all the ways you have to ramp up but see a lot of ways to do that via creatures, artifacts, sorceries, instants, etc. I was going to try adding Poetic Ingenuity into my deck as a way to add some additional treasure tokens in the early turns via swinging with smaller dinos to generate mana to cast Gishath. Can not suggest it 100% without trying it but I love the idea of it!

On the enchantment/artifact side, the only thing I would really suggest is adding Strionic Resonator. Similar to me, you are running enough triggered effects that this card will win you games. A good drop for it would be Descendants' Path. I ran that for a while and was just not impressed with the results. Maybe Aggravated Assault if you would like to swing multiple times...combos well with the Poetic Ingenuity!

FOr the Instants/Sorceries, my only suggestion is that with how common boardwipes and interactions are in EDH, I would suggest more single/mass protection. Flawless Maneuver is not to expensive and can be cast for free if Gishath is out. Clever Concealment is nice for those pesky mass exile spells as you can just phase out your creatures and if your deck is firing on all cylinders and you have a board presence, you can usually cast it for free as well!

Otherwise, looks pretty solid! You can tell you have a plan...cast Gishath quick...swing hard...raid dinos...repeat.

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