Assassin's Trophy

Legality

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

Printings View all

Set Rarity
Guilds of Ravnica (GRN) Rare

Combos Browse all

Assassin's Trophy

Instant

Destroy target permanent an opponent controls. Its controller may search their library for basic land card, put it onto the battlefield, then shuffle their library.

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Assassin's Trophy Discussion

KingMoney on Gitrog's Summoning

11 hours ago

konsrs 2 drops tend to be the finicky spot for this style of deck, you could do Grim Flayer and Tarmogoyf for some more grave synergy, or you could do some more hard removal for board control, or you could do a mix of creatures and removal in that slot. I think your best bet would be a mix of removal and Grim Flayer because flayer essentially surveils 3 when you deal damage to the opponent to help dig for summonings while becoming a big body late game. For removal, some Assassin's Trophy would be good since its the catch-all removal spell for super cheap.

Saljen on Esper Mill

11 hours ago

Why not a green splash rather than a white splash? It'd allow you to use Assassin's Trophy, which is a heck of a lot stronger than Path to Exile. Gives you more options in your mainboard, instead of having to rely on side board for non-creature removal. It also gives you different side board options.

HandlockTM on BG Saprolings

16 hours ago

Hey Nometahere,

Where've you played this deck list? I'd like to know how it performed, if you wouldn't mind.

As to your points: Llanowar Elves serve well in dropping a turn two beater like Yavimaya Sapherd or Deathbloom Thallid, or even a turn three Torgaar, Famine Incarnate if we get lucky. I'm not sure I would want to cut them, but I'll definitely keep it in mind as I continue with this deck.

Carnage Tyrant is pretty far out of my price range, as is Assassin's Trophy. Getting two of each would actually double the total cost of this deck, and honestly, I don't really want to drop the fungus theme. Like, yeah, big dino is big, but it just isn't what I want here, you know?

Finally, Gruesome Menagerie seems like a pretty cool card, I'm just uncertain that I have appropriate targets for it. The absolute best-case christmas land of casting it would be turn five, bring back Llanowar Elves, Sporecrown Thallid, and either Slimefoot, the Stowaway, Deathbloom Thallid, or Yavimaya Sapherd, and I think I would almost always prefer to drop a Tendershoot Dryad instead of bringing those back. Especially post-boardclear, since I would definitely be losing all of the saproling tokens I had on board, and building them back up would be imperative.

Thanks!

Daedalus19876 on Bring in the shock troops!

1 day ago

I'm not sure what to think of that deck description.

I'd add Plaguecrafter and Assassin's Trophy from the new RTRTR set. I'm not convinced by Sword of Body and Mind; I'd run Umezawa's Jitte instead. Beyond that, looks fine other than a lack of draw.

Daedalus19876 on das mimeoplasma

2 days ago

So, first thoughts: it looks good! Very cohesive, good selection of reanimation, good targets to put in graveyard, etc. This is quite a bit better than my first EDH deck was, so kudos XD

With that being said, there are several places I might tune this deck, sorted into the rough categories below:

Removal/Interaction: Toxic Deluge is an amazing board wipe in EDH, almost unquestionably better than Damnation here (you can tailor it to miss your commander, too!). Beast Within is one of the best removal spells in the format, along with Nature's Claim and Assassin's Trophy: I'd try and include all three. Maybe might run a few counterspells such as Swan Song/Counterspell/Muddle the Mixture, but that's more of a taste thing: do you want your deck to be more slow and grindy and controlling, or more aggressive where it primarily uses its removal to deal with specific problems? You could also add Lightning Greaves, which is an amazing way to give protection and haste to your commander.

Other targets for reanimation: Sewer Nemesis maybe? I might actually NOT run Vorinclex, Voice of Hunger here, I'm not convinced he does enough to warrant being reanimated when you have other targets like Jin-Gitaxias, Core Augur laying around. I'd also work on cutting down on SOME of these, since they're pretty much dead in your hand: do you really NEED Ghoultree as a vanilla 10/10 that's only good when exiled by your commander? Et cetera ;)

Other good methods of self-mill: The new set gave us various Surveil cards (particularly Doom Whisperer, run him, he's awesome). Beyond that, Mesmeric Orb (hey, convenient that you have one!), Underrealm Lich, Sidisi, Brood Tyrant, maybe Fraying Sanity? I'd check out the Sidisi list I texted to you, it has some good ones. I'd also use Glimpse the Unthinkable here, probably.

Other great reanimation spells: Exhume, Dance of the Dead, Dread Return, Victimize. Your deck isn't a token deck, so Whisper, Blood Liturgist isn't amazing here, but Hell's Caretaker might do the trick. Final Parting is a MUST, given that you can tutor Jin-Gitaxias, Core Augur into GY and Reanimate/Animate Dead into hand.

Landbase tuning: For what it's worth, there's a strong argument for running ZERO basics here (despite increased vulnerability to Blood Moon/Back to Basics/Ruination) for the instant mill combo with Hermit Druid. But if you're gonna do that, or even if you're not, you want less lands that will enter the battlefield tapped (and/or to include Amulet of Vigor). Beyond that, Songs of the Damned is an AWESOME card in this deck, and Ramunap Excavator is silly here obviously. I'd also play the five allied fetchlands (Wooded Foothills, Polluted Delta, Windswept Heath, Flooded Strand, and Bloodstained Mire) and the three appropriate shocklands (Breeding Pool, Watery Grave, and Overgrown Tomb). In a 3-color deck, I'd remove most utility lands (excluding Rogue's Passage and Cephalid Coliseum, maybe one or two more), and primarily work on fixing your colors and having lands come in untapped. The other major lands I'd say you're missing are City of Brass, Reflecting Pool, and Urborg, Tomb of Yawgmoth. You can probably cut down to 36 lands, which can open a slot or two.

I'd say that the most natural cuts would be Fleet Swallower, Ghoultree, It That Betrays, Laboratory Maniac, Master Biomancer, Reyhan, Last of the Abzan, Taigam, Sidisi's Hand, Vorinclex, Voice of Hunger, Chill of Foreboding, Damnation, Sultai Ascendancy, and two lands. After that point, cutting gets hard.

I hope that helps!! :)

Deoxon on Warrior Queen [Najeela Midrange/Tempo cEDH Primer]

2 days ago

I would recommend you remove Abrade and exchange it with the new Assassin's Trophy

Stazeeee on Abzan Knights/Midrange Version 3.0

3 days ago

Well you have me kind of convinced that 2 Settle the Wreckage would be good main board.

R/W Angels will always be a tough match up b/c that deck is more or less designed to prey on low to the ground creature decks. Deafening Clarion wipes most of your creatures. On top of that they play Lightning Strike and Justice Strike mainboard. In the sideboard they run Settle the Wreckage to help games 2 and 3. They play near 20-ish creatures most of which are bombs so spot removal isn't usually enough. You need board wipes to get card advantage on them, or they will eventually draw into another potentially game winning creature once you're out of spot removal from going 1 for 1. Four of the non bombs are Adanto Vanguard which are also tough to deal with. Then there's Shalai, Voice of Plenty which you have to save spot removal for, else it makes your Settle the Wreckage unplayable. If you really analyze the R/W Angel deck you start to see how strong it is, and how few holes it really has in its plan. It will always do well in a creature meta, but will struggle if the meta shifts toward control. Your deck on the other hand will probably have better match ups against control then they will. So I predict that as certain control decks like Jeskai gain traction, RW angels will lose traction, and you will have to worry about it less.

With a deck like R/W angels I think your best bet is to run them into a good Settle the Wreckage so that you can gain some card advantage on them. Then lock them down once they are top decking. That's why I say 2 Settle the Wreckage might be good mainboard. It's also a good card against most meta decks right now including mono red and G/B.

So maybe you could try something like this for game 2 against RW Angels: -4 Kitesail Freebooter (its gonna die to either clarion or Lightning Strike then they get the card you took and use it anyways...so no real advantage having it in), + 4 Duress (remember you're basically trying to wear down their hand and minimize interactions that aren't at least 1 for 1 or in your favor. So if you can hit a Deafening Clarion or at least spot removal its worth it). Probably -3 on planeswalkers (they will most likely be too slow and they have mostly fliers so pumping knights with ajani wont be great) for +2 Cleansing Nova +1 Vraska's Contempt. I'd even consider going -4 of one of your knights for +4 Ixalan's Binding. That maybe be a bit overboard, but think about it. If you can keep them from casting anymore of their big threats while taking whichever threat is on the board, that is 1 for 1 at the least maybe even up to 4 for 1 if they have more copies in hand or draw more during the course of the game. The only way they can answer Ixalan's Binding is with Conclave Tribunal and you have plenty of enchantment hate in your deck to win that arms race. So yeah I don't know if its a consistenly winnable match up even with this plan, but it gives you a decent chance. Ixalan's Binding is also a very difficult card for anything not running green or white to deal with (be ware of Assassin's Trophy, Knight of Autumn,Cleansing Nova, and Thrashing Brontodon).

Anyways sorry for the long post, but those are my thoughts on the matter. Hope some of it is useful :)

TypicalTimmy on Calling All Golgari Players.

3 days ago

So first thing's first, I like to go heavy on creatures. Creatures are ultimately what lets you win unless you do some jank combo or are super into burn.

I find a lot of success with Ritual of Soot. I play 2x in my deck and it works beautifully.

I also run 3x Ravenous Chupacabra. I like how it lets me pick off whatever is harassing me the most while giving me a 2/2 body. It also survives Ritual of Soot, which really sets players aback.

If you'd like a more controlling aspect, you can run 4x Kitesail Freebooter alongside 4x Assassin's Trophy which will really hinder them.

I match up against a lot of burn (monored, sometimes Boros), and some burn/control (Izzet burn & counter). Not much experience with UWx. But it's the same concept, more or less.

I find creature recursion is key here. Let them waste their spells on cards they assume are threats, then bring those threats back out.

For this, I find Jungle Creeper and Gravewaker work the best.

Jungle Creeper is nice as an early-game to mid-game blocker. The downside here is that in order to go from the graveyard to the battlefield in the same turn you need 8 mana of two different colors. So this is really a card that will trade off back and forth between turns.

Gravewaker is really good because you can bring anything back straight from the graveyard to the battlefield for 7 mana of one color. He's great as a late-game boss that can go toe-to-toe with most dragons / drakes in the game.

Additionally, there is Demon of Catastrophes which you can get out T3. You Llanowar Elves T1, Jungle Creeper T2, sac JC and Demon of Catastrophes T3. T4 you can Ritual of Soot to clear the board and swing for 6, and T5 bring JC back to your hand or play a Planeswalker or whatever you want.

Like I said, I play heavy on creatures and use them to build off of each other. I understand that's a completely different deck design from what you've got, but you asked for advice and that's mine.

Also, there's that new Severed Strands that works well with JC / Gravewaker. Idk about it though. I don't run it, but I thought I'd mention it.

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