Assassin's Trophy

Assassin's Trophy

Instant

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.

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Trade

Have (2) orzhov_is_relatively_okay819 , Azdranax
Want (3) BSwCDo , del374 , Vee.o

Printings View all

Set Rarity
Guilds of Ravnica (GRN) Rare

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Assassin's Trophy occurrence in decks from the last year

Standard:

All decks: 0.35%

Golgari: 4.65%

Modern:

All decks: 0.27%

Golgari: 3.49%

Legacy:

All decks: 0.51%

Commander / EDH:

All decks: 0.07%

Golgari: 0.54%

BUG (Sultai): 0.82%

BRG (Jund): 0.96%

Assassin's Trophy Discussion

DuTogira on Mono Green Removal options in ...

10 hours ago

Beast Within and Dismember are your best options in mono green. The 4 life on Dismember isn’t that bad because a mono green deck SHOULD have board control anyway, so you won’t exactly be desperate for life.
Failing that, a black splash for Fatal Push and Assassin's Trophy are your next best options. The black mana can help take the edge off Dismember too.

GhostChieftain on Philosophy Represented

13 hours ago

Assassin's Trophy because I like having cheap answers to problematic permanents. Makes it so I can win turn 4 despite opponents playing Linvala, Keeper of Silence and Collector Ouphe

Viscera Seer because it is such amazing utility. I would play it even if it didn't say scry 1 because it allows infinite sacs and counterplay to some of my opponents spells for the low low price of .

Collector Ouphe because when this bad boy is on my side of the field I can just sac him and go off when I need, while still dunking on the storm player with a single 2/2 green boi.

I look to be highly interactive despite my distaste for blue in general, and plan to force my opponents into positions where they need to interact or lose and even then I recur what I lost and just go for it again. I play things that are my own brew so my fast wins fly under the radar while there are fish hulk, opus theif, and najeela decks that people are rightfully more worried about. Cheap and efficient is my mantra.

Requillias on Korvold Commander

1 day ago

Deck Upgrades:

Creature Upgrade

To remove: Aggressive Mammoth, Byway Courier Chittering Witch, Footlight Fiend,Gluttonous Troll,Gruul Spellbreaker, Judith, the Scourge Diva,Keeper of Fables, Ogre Siegebreaker, Primordial Wurm, Rapacious Dragon, Rubblebelt Rioters, Sengir Vampire, Spark Reaper, Sphinx of the Guildpact, Spikewheel Acrobat, Vindictive Vampire, Woodland Champion, Zhur-Taa Goblin

To add: Eternal Witness,Squee, the Immortal,Zulaport Cutthroat, Vexing Shusher, Goblin Matron, Munitions Expert, Krenko, Mob Boss, Warteye Witch, Sling-Gang Lieutenant, Goblin Trashmaster, Putrid Goblin, Dockside Extortionist, Arasta of the Endless Web, Creakwood Liege,Dragonlair Spider, Viscera Seer, Ayara, First of Locthwain, Pitiless Plunderer, Poison-Tip Archer, Sidisi, Undead Vizier, Sheoldred, Whispering One, Deathrite Shaman

Artefact Upgrade

To Remove: Thaumatic Compass  Flip, Witch's Oven, Bloodsoaked Altar, Golden Egg, Mask of Immolation, Rhonas's Monument

To add: Sol Ring, Arcane Signet,Lightning Greaves, Ashnod's Altar, Haunted Cloak, Skullclamp

Enchantment Upgrade:

To remove: Gift of Paradise, Warbriar Blessing, Wolfwillow Haven

To Add: Necrogenesis,Cindervines, Grave Pact, Grave Betrayal, Attrition

Sorcery Upgrade:

To Remove: Severed Strands, Taste of Death, Victimize

To Add: Unearth, Reanimate, Blood for Bones, Return from ExtinctionTerminate, Dreadbore, Hull Breach, Diabolic Intent

Instant Upgrade:

To Remove: Bake into a Pie, Heartfire, Murder, Return to Nature, Shock

To Add: Artifact Mutation, Putrefy, Guttural Response, Veil of Summer, Abrupt Decay, Assassin's Trophy

Greetings, Brian

Boza on Abzan Midrange in pioneer

4 days ago

Well, start with the obvious - 4 Thoughtseize and any number of Abrupt Decay, Anguished Unmaking and Assassin's Trophy; and the quintessential midrange creature 4 Siege Rhino. Everything else will depend on what you want to do with the deck.

SideBae on Graveyard Shift

4 days ago

Hey man! Welcome to magic. I have a few suggestions... feel free to ignore any/all of them.

  1. Dorks are one mana creatures that tap for mana. A lot of the time people don't like them, because before you play with them you don't realize how absurdly powerful they are; people are wrong. I highly suggest running at least a handful of these guys, like Llanowar Elves, Elves of Deep Shadow, Birds of Paradise, Deathrite Shaman, Fyndhorn Elves, Elvish Mystic... In general, ramping turn one is REALLY strong, since it lets you play a turn ahead of everyone else. Though they aren't one mana, you could also consider some cards like Priest of Titania or (if you're rich) Bloom Tender, which are also pretty strong.

  2. Slate of Ancestry is an interesting card to consider. You're running a lot of creatures, so I think in general using Slate of Ancestry will be card-positive for you. Note also that if you discard a creature card with it, Meren of Clan Nel Toth can just get it back for you.

  3. Plaguecrafter: This guy is messed up, and he gets you an experience counter from sac-ing himself. Also, once you're at 3 exp, you can just keep recurring him.

  4. Abrupt Decay/Assassin's Trophy: Personally, I like Abrupt Decay more since I play in a meta with a lot of counterspells and low-to-the-ground decks, but both are good. Being able to kill any card type is generally pretty powerful.

  5. Casualties of War/Windgrace's Judgment: Like (4), these can kill anything. I am preferential to Windgrace's Judgment because it's an instant, but again, both are powerful cards.

  6. Nature's Claim is a really efficient piece of spot removal for things like Rest in Peace, Grafdigger's Cage or Leyline of the Void. I suggest running it.

  7. If you're in a counter-heavy meta, Veil of Summer is an absurd card.

  8. Finally, running Ancient Tomb is worth considering. It's pricy, but the price is lower these days than it has been in a while; the ramp it offers is really, really good.

Cards I'd consider cutting:

Eldrazi Monument: Your experience may be different from mine, but I feel like this card is probably a win-more type thing in that it's only really good if you're already winning the game. You're probably better off just running card draw by something like Phyrexian Arena or Slate of Ancestry.

A few lands: If you run the dorks mentioned in (1), generally people don't play more than 33 lands.

Butcher of Malakir: The effect is good, but you already have Grave Pact and Dictate of Erebos. I think the third piece of redundancy is probably too much.

Black Sun's Zenith: Like Butcher of Malakir, I think you have plenty of ways to make your opponents lose creatures already. You're probably better off running more universal removal, like Windgrace's Judgment.

Algae Gharial, Flesh Carver, Scavenger Drake: While these aren't bad, you can probably do better. I think overall they don't have enough punch to end up in a final decklist.

Also, since you're a new player, I'd like to point out edhrec.com is an excellent resource I use a lot. You should check it out if you haven't already.

Good luck!

enpc on Opinion: Banning Tutors in EDH

5 days ago

I am firmly of the opinion that this is a terrible idea. And there are a few reasons why:

If you only ban some tutors, all that's going to happen is that people are going to move to the "next best set".Can't run Demonic Tutor? Just run Grim Tutor. Can't run Grim Tutor, just run Diabolic Tutor or Dark Petition. If you start banning some of the tutors, people will just roll over to the next available option.

If you're going to ban all tutors, then you can't do it by rules text. Ban lists are supposed to be black and white, not open to interpretation. So just banning all cards that contain "search" and "library" in the rules text would also mean that (as well as banning all land ramp), you would be banning cards like Path to Exile and Assassin's Trophy. You also have cards like Lim-Dul's Vault. It's a tutor, is it banned? You MUST have an exhaustive banlist, thats why 99.99% of games/formats within said games have exhaustive lists.

And if you're going to ban all tutors, then draw card becomes the new tutor. All of a sudden, every deck contains blue because they want every cantrip/draw effect available because nobody wants to topdeck. And now since every deck contains blue, you'll see a lot more of a rise in counterspells because more decks are running blue.

On top of that, without tutors, you've made every commander game basically double in length. I don't know about you, but I personally have a busy life and only get to play magic once/twice a fortnight (if that). And I really don't want to spend the whole night playing 1 game of commander where I previously would have gotten 2-3 games in.

Even if aggro suffers somewhat under tutors, getting rid of them would kill the combo archetype. And you would just see combo decks crammed to the brim with redundant pieces/lots of card draw/counterspells to try and counteract the loss of tutors. But it would generally make them unplayable. Not to mention that voltron would suffer as well - voltron needs tutors to assemble its lethality, otherwise it just folds to battlecruiser style decks.

Oh and the other thing - not everybody hates tutors. I for one enjoy having access to them in my deck. I like the idea of being able to make a 100 card singleton deck more consistent. That's why you see poeple running functional reprints of cards and lots of similar effects. While there is a part of the communtity that just wants to play top deck big smashy cards, you'd find that that isn't the majority of players (but that people who are content with the format as it is are generally just less vocal).

If your playgroup doesn't want to play with tutors, that's great for you. If your playgroup wants to enforce any other house rules, again, I'm happy that you're all in agreement. But the long and short of it is; a format is healthiest with a small a banlist as possible. And on top of that, sweeping decicisions like this which make group A happy generally royally screw over group B. The RC has already indicated that if poeple don't like something, the easiset solution is to house rule. But don't try to enforce that crap on the rest of us. And if people just want to play a card game with big, smashy creatures, then go play Yugioh or something.

Daedalus19876 on And I Jund can’t seem to get enough of you!

1 week ago

(Oh, and Assassin's Trophy is REALLY really good.)

oo7x7oo on Ultimate FC combo cEDH - The First Sliver

1 week ago

It is a meta-specific inclusion. It's free and uncounterable (not counting stifle effects of course) graveyard answer where almost all cEDH decks will try to exploit, it is literally the BEST graveyard answer that I need for my meta.

It also helps if I need to win with Assassin's Trophy and Timetwister loop against a mono-color deck (exile all his basics!!)

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