Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle their library.
|Have (5)||Eldritch_Morningstar , , winterwind10 , orzhov_is_relatively_okay819 , NineNotesKnives|
|Want (7)||Elfshredder287 , atom145 , Snorlax3D , JxKobex , andimtg , Arnester , sagus|
Printings View all
|Guilds of Ravnica (GRN)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Assassin's Trophy occurrence in decks from the last year
All decks: 0.35%
All decks: 0.27%
All decks: 0.51%
Commander / EDH:
All decks: 0.07%
BUG (Sultai): 0.82%
BRG (Jund): 0.96%
Assassin's Trophy Discussion
1 day ago
3/16/2018 The returned card won't be the target of any spells or abilities that targeted it before. Any spells that don't target, such as Akroma's Vengeance, will still affect it.
Because Assassin's Trophy targets, and only has one target, it will fail to resolve. It won't destroy your creature and you won't be able to search for a land.
1 day ago
3 days ago
4 days ago
Hey casual_competitive, I’m not sure what your question is, but I can talk about standard. I’m no expert, since I drop off from standard from time to time, but I have a few tips that I’ve picked up other the years.
And Scallywallwest, thank you very much!!! I would be happy to talk about using black.
First of all, I’ll discuss deck building. These same principles apply regardless of the format. It’s important to review the entire card pool in the format. To know what to build, you have to know what you will be up against. Also review popular existing decks so you know the main archetypes and the most popular color combinations. If you’re new to the game, I recommend copying an existing deck and modifying it as you learn more.
Then if you are building a deck from scratch, choose a few cards that work together. Mono-color decks can’t address as many threats as multi-colored decks, but they will always have more consistent mana bases (you only have to worry about one land type). In standard you are limited to whatever lands are available, so that will be another thing to consider. Dual lands (like Blood Crypt and fetchlands (like Fabled Passage) are critical for making multi-colored decks consistent.
For example, in my Liliana’s Embrace deck, I chose Liliana, Waker of the Dead, Archfiend's Vessel, Demonic Embrace, and Kroxa, Titan of Death's Hunger. Liliana is the focus I built the deck around. Liliana discards a card from my hand, withers creatures based on the number of cards in my graveyard, and can eventually reanimate a creature every turn. So a deck with Liliana should focus on reanimation to utilize her most effectively. Her ability lets me discard Vessels and Kroxa so I can bring them back later. Once I have those cards down, I can add more details. Other utility cards like Thrill of Possibility help you dump cards and draw more. Since I anticipate going up against creature-heavy decks, I also added removal like Eliminate and Bedevil.
Once you have a working concept, you need to be able to win. Choose a few ways to win so you won’t be limited to only one path of attack. Magic is a fickle game and you need to have multiple plan B’s if things don’t go as planned. For example, in my deck I include Doom Whisperer as a finisher, because it is a powerful flying 6/6 trampler and allows me to Surveil at will. Kroxa and demon tokens from the Vessels are other win cons. Plus I run Maximize Velocity and Unleash Fury for good measure. Every deck will be different, but there must be a clear endgame.
Another important consideration is the mana curve. You want cards with affordable mana costs (1-2 mana) that you can cast early in the game, as compared to waiting around doing nothing turns 1-4. In Modern, most decks play at least 1 land and 1 spell every turn and gain serious momentum by turn 4, and if your curve is too high, you will not be able to compete. But you don’t want to burn out too quickly either. You’ll need higher mana cost cards for the late game. If you run cards that cost 5 or more mana, run at least 24 lands. If you are running lean (less expensive cards) you can reduce that number. Cards costing 7 or more mana are generally unusable unless you are playing ramp (lots of cards that generate additional mana besides only lands).
Black is an interesting color in any format because you have to think outside the box. First, choose your focus: Either creature-heavy aggro, control (very few creatures), or midrange (which is a mix of both, starts slow at first but picks up by turn 4). Black decks usually rely on creature removal, hand discard, creature sacrifice, life loss, controlling swamps, or devotion (having lots of black cards in play at the same time). Mono-Black is more consistent than other black color combinations but lacks the ability to deal with artifacts or enchantments effectively. That’s why white, green, and red are popular splash colors. White gives you access to Path to Exile and Disenchant, while red gives you burn and artifact removal like Deface, and green provides removal like Assassin's Trophy and Naturalize.
When you play black, you have to be ready to sacrifice your own resources. You can’t be emotionally attached to a particular creature or planeswalker. It’s just like chess - sometimes you must sacrifice your own pieces. Your life total is also a resource for you to utilize and spend, hence the term “suicide black.” Death's Shadow is an example of this archetype. You need to be able to walk right up to the cliff without falling off. It takes practice to know when you’ve gone too far.
Check out my decks for examples of zombie decks, black midrange devotion, and 8-Rack hand discard control. I like creating variations with different colors.
I hope my comment was helpful!
1 week ago
mikeb388 Yeah, I think you're right. Doom Foretold ruins this deck. I am getting a little smarter playing against it and holding my permanents until I have the extra mana to cast Assassin's Trophy or Mythos of Nethroi. I was seeing a lot that card in Diamond 1 tier before the season change. A lot of times it was an Esper deck that ran Dance of the Manse as well.
1 week ago
1 week ago
Nice board! I like the inclusion of Leonin Vanguard!
Have you considerd Assassin's Trophy?
1 week ago
I stumbled across the fact that Nine Lives
is essentially a damage immunity. Was wondering if the community thinks this might have any application in modern, or if there's enough enchantment removal to prevent this from being useful (Abrupt Decay/Assassin's Trophy/etc). You could also use cards like Hex Parasite as a fall-back to remove counters from Nine Lives.
Nine Lives in particular is very nice because it comes packed with hex proof... but that doesn't do much in the way of protecting the necessary "B" component in this combo.
Maybe a new Esper control list with Nine Lives, Solemnity, Hex Parasite, Vampire Hexmage, and some way to find Nine Lives plus some counter spell backup?