Aggravated Assault

Aggravated Assault

Enchantment

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

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Trade

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Printings View all

Set Rarity
Explorers of Ixalan (EO2) Rare
Masterpiece Series: Amonkhet Invocations (AKHMPS) Common
Onslaught (ONS) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Frontier Legal
Casual Legal
Pauper EDH Legal
Pioneer Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Aggravated Assault occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Red: 0.27%

Aggravated Assault Discussion

multimedia on Ghired's Rampage EDH

1 week ago

Hey, consider ways to make Ghired better? Repeatable protection for him in combat and more attacking with him.

Cards within the budget to consider adding:

Cards to consider cutting:

  • Temple of the False God
  • Grand Coliseum
  • Adorned Pouncer
  • Samut, Voice of Dissent
  • Thunderfoot Baloth
  • Rampaging Baloths
  • Giant Adephage
  • Ancient Stone Idol
  • Ezuri's Predation
  • Skyshroud Claim

Good luck with your deck.

multimedia on Ghired - token Smash face

1 week ago

Hey, nice work in progress at upgrading the precon :)

I don't know what the meta you play in is like, but what I can give you is overall advice on how to upgrade the precon. What the precon needs is early game ramp, tutors, haste enablers for Ghired and repeatable protection for Ghired in combat so he can safely attack and populate. Rhinos are really the only threat you need as long as you can keep attacking with Ghired.

Cards within the budget to consider adding:

A problem with the precon is the high avg. CMC which is 3.9. This number means that consistently four drops or higher CMC cards will be in your hand which is very slow. Early game you don't want lots of four or higher CMC cards in your hand because you will not be able to cast them. Adding low mana cost ramp by cutting high mana cost cards can help to reduce this number.

There's a lot of high CMC cards here, in fact there's 36 four or higher CMC cards which is too much. There's a lot of high CMC threats and I don't think you need all of them. Instead of playing so many high CMC threats replace some of them with tutors which can get you the better cards/threats into your hand.


To be more competitive I would expand on combos and use most of the high CMC card spots for more combo cards rather than big creature threats. You have done this some what already by adding Purphoros, Helm for Aurelia and Godo, but consider expanding further. Cards for combos to consider adding:

Combos that go with these cards:

  • Kiki + Helm + Purphoros or Tremors for infinite damage.
  • Kiki + Conscripts infinite hasty token Conscripts to attack. Add Purphoros or Tremors for infinite damage.

Outside of combos Kiki is good with populate because he can make a token copy of a nonlegendary creature and if you populate the token then that token doesn't go away at end of the turn. Kiki combos with Helm for infinite Kikis since the token copy of Kiki that's created by Helm is not legendary which allows Kiki to copy it.

  • Assault + Umbra + five lands for infinite combats.
  • Assault + Ventmaw for infinite combats and infinite green or red mana.

More infinite combat combos is good with Ghired because his power comes from him attacking. Outside of the combos Assault is a good card with Ghired because it can give you more attacks which is more populate.

A problem with Helm in all the combos, even Godo, is it's slow because you have to pay the five mana cost to equip it. Aid is a one drop which is worth including for Helm and Selves.

Good luck with your deck.

multimedia on Primal genesis HELP!!!!!

2 weeks ago

Hey, what's the max budget you have to make upgrades?

It can be a long process to upgrade an entire precon. What the precon really lacks is ramp, tutors and cards for better interaction with Ghired. The manabase in the precon can be upgraded with better dual lands, but casually is actually fine the way it is. Draw sources is one thing that the precon has a lot of which is surprising.

This is a summary list of some budget cards ($5 or less each, most are less than $1) that I think would help your deck:


The avg. CMC (converted mana cost) of the precon is high at 3.9. This 3.9 number means that consistently you're not able to cast a spell until you have four mana sources and/or four lands which is slow. Consider reducing this number? Getting it down to 3.0 and then even lower after that. To do this consider cutting many high mana cost cards and replacing them with low mana cost ramp? Reducing the avg. CMC will speed up game play.

The most obvious upgrades to start with are adding more low mana cost ramp and tutors, but other upgrades to consider is how to make Ghired better overall for the deck since he's the Commander General. Casually Ghired is about attacking since he powers your deck's strategy by populating which he does when he attacks. Because attacking is important then consider strategies that can improve combat/attacking? Haste, extra combats and double strike are strong strategies with attacking.


I would make the Rhino the focus of the token population because it's big creature (4/4 trample) and is easily accessible because of Ghired. Because Ghired creates the Rhino token I don't think you need to go over the top with lots of other creatures or cards that create tokens. However, if relying more on Ghired and the Rhino token then consider more repeatable protection for Ghired to keep him alive on the battlefield. Not having to do combat damage with Ghired to populate is nice.

Not having to do combat damage means you can protect Ghired in combat so he survives while still populating a token since he attacked. If you can repeatedly protect Ghired in combat then you can keep safely attacking with him. Ghired needs to attack to populate which means he has to survive combat to be able to attack again. Protection for Ghired in combat is another area for upgrades to consider because you want Ghired to be able to keep attacking.


Extra combats are good with Ghired because he wants to be attacking and extra combats means you get to attack again or multiple times on your turn. Aggravated Assault + Savage Ventmaw is infinite combats which is infinite attacks. As long as Ventmaw can attack it makes six mana. Five of that mana can be used with Assault for an extra combat. At the extra combat Ventmaw will attack again and make six mana; use that mana with Assault and repeat. Without Ventmaw Assault is still a very good card because it can be repeatable for five mana on your turn you get to attack twice which can be a lot of Rhinos.

I offer more advice, more explanations about each of these suggestions, more detailed steps you can take to improve your deck, cards you could cut, etc. Would you like more advice?

Good luck with your deck.

Snake_Oil on By the Sweat of your Brow [Budget Stonebrow]

3 weeks ago

ClockworkSwordfish

Hey! Thanks for the recs -- For some reason I didn't get any kind of indication that you did until I checked!

The additional battle step spells are absolutely in, that's the sort of stuff I've been looking for to push a little further. I could always add Grand Warlord Radha and Aggravated Assault down the line since I'm aiming to swing with a good number of creatures and have a good number of token generators to boot.

Bow of Nylea is one of my pet cards, I like to have it in for the restock effect -- Might whip out Primal Command down the line as that's serving the same function.

Boza on Does Neheb, the Eternal increase ...

4 weeks ago

10 mana.

Neheb adds 1 mana for 1 life your opponents have lost for any reason this turn. As per the gatherer entry for Neheb:

"If you somehow have more than two main phases in a turn, each main phase after your first one is a postcombat main phase, and Neheb’s last ability triggers at the beginning of each of them."

Heck, even if you do not attack, as long as you activate Aggravated Assault, Neheb will trigger at the beggining of your new main phase. If you control Neheb and your opponents have lost at least 6 life this turn, you have infinite mana with Aggravated Assault.

thepuppeter on Does Neheb, the Eternal increase ...

4 weeks ago

Say I have Neheb, the Eternal, and Aggravated Assault on the field. During combat I attack and deal 5 damage to an opponent. Post combat, Neheb produces 5 red mana. I spend this mana on Aggravated Assault, giving me an additional combat phase and additional main phase. During my additional combat I attack and deal another 5 damage to an opponent.

During my second post combat main phase, do I get 0 mana, 5 mana, or 10 mana?

Someone argued that Neheb's ability only applies to the first post combat main phase, and not all others. Someone argued that it only counts as the amount of damage dealt during the second combat phase because I already got the mana from the first one. I argued that it increases each time because Neheb is cumulative for the turn, which hasn't ended yet, and doesn't specify once each turn.

The second person argued that by my logic, I wouldn't need to even deal damage during my second combat phase, and during my second post combat main I would still get 5 mana from Neheb from my original 5 damage, effectively allowing for infinite combat/main phase as long as the 2 cards remained on the field. I said that was exactly how the combo worked.

Nillstan on Mina and Denn, But It's Dragons

1 month ago

multimedia

Thanks for the comment. Good tests were added.

I wasn't a big fan of the added lands matter theme, it pulled slots away from the dragon theme which is understandably necessary. A few of them were upgrades ofc, better card draw and such.

The Aggravated Assault thing was really neat. Didnt even think about how it reacted with Main Phase 2. Easy include for the synergy alone.

The anthem effect argument is fair. I'm a bit split on in (bigger is usually better of course), but I can agree that the slots are probably better suited for value or dragon synergies.

Thanks again for the comment, have a nice day.

multimedia on Mina and Denn, But It's Dragons

1 month ago

Hey, interesting version of Wildborn.

Consider some creature tutors?

You could expand on the interaction of being able to play more lands a turn.

Crucible/Excavator have good interaction with Reformation and Loam is the enabler for these cards. Reformation and Horn can be consistent sources of repeatable draw with only lands.

Aggravated Assault is a combo with Savage Ventmaw for infinite combats. Nature's Lore is upgrade for a land ramp spell because you have Taiga, Stomping and Glade.


Cards to consider cutting:

  • Crucible of Fire: Dragons are already big with lots of power as well as flying they don't also need anthems.
  • Return of the Wildspeaker
  • Vanquisher's Banner
  • Explosive Vegetation
  • Jugan, the Rising Star
  • Ryusei, the Falling Star
  • Foe-Razer Regent
  • Siege Dragon
  • Kilnmouth Dragon

Good luck with your deck.

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