Assault Formation

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Iconic Masters (IMA) Uncommon
Dragons of Tarkir (DTK) Rare

Combos Browse all

Assault Formation

Enchantment

Each creature you control assigns combat damage equal to its toughness rather than its power.

: Target creature with defender can attack this turn as though it didn't have defender.

: Creatures you control get +0/+1 until end of turn.

Assault Formation Discussion

TypicalTimmy on Card creation challenge

3 days ago

Unfortunately I believe Saheeli, the Gifted is already at her peek. Trying to improve upon her at this point would be adding extra layers of jank and unfairness. Some of the most absurdly broken EDH decks I've seen run her and use that horrendous secondary +1 to string together neigh-infinite turns as they amass Treasure / Clue tokens and hit face with something like a giant Banefire . It's disgusting and I don't think she can be improved upon from here.

So, second option it is!


Jarad , Deathlegion Commander

Legendary Planeswalker - Jarad

+1 Put up to the top five cards from your library into your graveyard. The next spell you cast this turn has Delve.

-4 Destroy target creature, land or enchantment. It can't be regenerated. You may then pay life equal to it's converted mana cost. If you do, return it to the battlefield under your control. (Read card theory for notes on land)

-9 You get an emblem with "Spells in your hand have Delve and cards in your graveyard have Dredge 3. You don't lose the game if you are unable to draw a card. Instead, shuffle your graveyard and hand together as your new library. Then put the top 20 cards of your library into your graveyard and draw five cards."

{Jarad, Deathlegion Commander can be your Commander.}

5


Cost mirrors original Jarad cost. Golgari wants it's resources in the graveyard, so the sooner you get this going the sooner you can win. Offset with long haul to emblem.

+1 Delve straight out of the gate. Put's fuel in the engine and allows you to break out with some massive threats. Consider the following:

-4 What's Golgari without a means of control and recursion?? ;) And let's be real: -4 + paying out 4 life for Smothering Tithe is a pretty sweet deal. And the wording is carefully chosen because lands DO NOT have a converted mana cost. So no, you won't be getting those back.

-9 I mean... Do I even need to explain?

5 So that you can -4 the turn he is played and retain him for your next turn's Delve engine. Also five starting loyalty for four specific colored mana symbols isn't that bad at all.


Let's see a Planeswalker Commander that cares about creatures with Defender that isn't just another Assault Formation + Doran, the Siege Tower .

Foxigami on Another brick in the wall

6 days ago

i like these types of decks. so here are my suggestions Assault Formation is basically Arcades, the Strategist in enchantment form without the card draw. it has the added bonus of ramping your creatures defense to deal more damage to the opponent.

Axebane Guardian and Overgrown Battlement are great ramps, combined with Assault Formation you can get some massive creatures.

Wall of Tanglecord is great against flyers, and this deck needs that

other than that, you might want to list this deck as standard as it seems like it would be standard legal without my suggestions.

Silverdrake on Walls with teeth (Modern Horizons update)

3 weeks ago

Maybe consider High Alert instead of Assault Formation ? It costs one more, but by the time it's useful you have mana to spare. It also doesn't require you dump mana in for each creature you want to be able to attack, and provides a sort of pseudo-vigilance for when you need it. Granted, Overgrown Battlement only produces green mana, but I still think its a swap worth considering

Sebastian_Temples on Now you're playing with Toughness

1 month ago

If you're on the look out for more control-y includes cards from the Fiend Hunter family (o-rings on sticks,) are almost always big butts in the 1/3 range, Gaddock Teeg , is a nice include but you'd need to switch up your sig to include him: so far I've found that dealing twenty consistently with this type of deck is relatively easy and Triumph of the Hordes is a bit of overkill that's likely get you hated out so switching to something else for the Teeg include (which shuts off almost every other deck at the table, since planeswalkers are more often than not cmc 4+) might be worth considering its.

In my experience, the deck is weak to board wipes and removal, which is why my signature spell is Heroic Intervention : the beauty of Teferi's Protection but at a discount.

Champion of Lambholt is nice evasion since you strategy is to puke creatures on the board. Semi-asymetric boardwipes like Dusk//Dawn and Wave of Reckoning are also really good, but remember that if you play Teeg, they nonbo; Magus of the Disk is a 2/4 board wipe on theme that Teeg doesn't turn off though.

Hunter's Insight and Mentor of the Meek are really strong card draw for the deck, and because your curve is so low to the ground, you can probably most often afford to tax one for the cantrip.

Bar the Door and Tower Defense are the strongest pump spells this type of deck can run that I'm aware of. Village Bell-Ringer is also an on theme combat trick for the deck.

Assault Formation is a nice alternative to your oathbreaker in case she gets removed or worse Imprisoned in the Moon .

Stirring Wildwood is a land. Growing Rites of Itlimoc  Flip is a billion green mana once it flips.

Indomitable Ancients is a four drop 2/10, and Skinshifter is a 1/1 for 1G with G: become an 0/8 uet.

Rhox Faithmender is the reason my record life total with the deck is 120 (three activations of Huatli for 11 doubled is 88 life plus starting life total and a net twelve life from somewhere).

Mirage Mirror is a second copy of anything in your or your opponents decks.

and lastly, Joven's Ferrets is a meme.

ChRyKy on Arcades

1 month ago

Hi goldmark25, thanks for stopping by. Thanks for your suggestions, although Assault Formation is already in the deck. I haven't had the opportunity to feed cards from WAR into this deck yet, and I get your point about the sphinx, which is there for my endgame of all out attack. Vigilance doesn't work with Throne of the God-Pharaoh , so it would be one or the other of those. There will be an update to this deck within the next week after I've fed in cards from WAR. I'm sure the sphinx and some others will disappear, so watch this space

goldmark25 on Arcades

1 month ago

So it looks good, however, it looks like you are kinda low on any win conditions. You should really take out some of the creatures that aren't helpful in relation to your walls/Defenders. For example, Riddlemaster Sphinx does not really serve much purpose in your deck especially because it has such a high mana cost. I would recommend adding cards like Assault Formation , High Alert , and Sight of the Scalelords . You should also change out the Planeswalker for Ajani, the Greathearted as he will add Vigilance to your walls

lagotripha on $5 Azorius Alert

1 month ago

I feel as though Assault Formation , Wakestone Gargoyle or Rolling Stones is too good not to include here- a heavy green element can be easily supported as the entire colour loves searching for basics, and also gives access to pure value in Tower Defense and Wall of Mulch .

Other than that, Fog Bank , Teyo, the Shieldmage and Wall of Runes are all worth a look.

SynergyBuild on War of the Spark EDH ...

2 months ago

I wanted to take this time to go over every card I think that will play a role in the EDH format from War of the Spark.

I will grade cards based on how many colors they require, how useful they are in how many decks, and will note where and why each could see EDH play.

Because there are 36 different planeswalkers, I think the planeswalkers are the proper place to start with this list.

The first ones I want to go over are the rare and mythic planeswalkers that will see play like the normal planeswalkers; value engines:

Liliana, Dreadhorde General - 9/10 - This card is a really good engine at 6 CMC in black. It has serious tribal synergies, aristocrats synergies, hits each player on the -4 (which draws you cards), and feels like a better Elspeth, Sun's Champion for black. It is worth it in most 75% black lists and any casual deck that can afford it.

Nissa, Who Shakes the World - 7/10 - Mono-green card? two color decks can use it too, but seriously a powerhouse. Mana doublers are always nice, and while green is perhaps already the best at ramp and so may not need it, but it does also untap a land per turn giving you ~2 additional mana, and the ultimate is insane. The issue with it as a mana doubler is that, being a planeswalker it can just die. It does, however protect itself. Seems possibly great, but probably just another really strong green ramp 5 drop.

Jace. Wielder of Mysteries - 7/10 - This card appears to be a normal Jace Phyrexian Arena effect for most mono-blue decks, but can be really strong givne you are a blue-black deck. If you can afford triple , I think using it with Demonic Consultation , naming a card outside of your deck so you exile your deck, then draw a card with Jace's +1, winning the game. It is a cheeky combo, but I see this card perhaps using it to win some number of games.

Nicol Bolas, Dragon-God - 6/10 - I know I am not super high on this card, but that mana cost is really the issue. Otherwise, it is a great walker once it hits, giving you huge card advantage, 4 cards in your favor with each opponent exiling and you drawing, and the static gives you a lot of advantage in a planeswalker deck or against them. It has removal, it has a lot. The ultimate seems... weak? Not bad, however.

Ugin, the Ineffable - 6/10 - Great walker for colorless decks. So far all of the colorless walkers has been good before, but they have been good outside of just colorless decks, however, I don't think that makes this bad.

Tamiyo, Collector of Tales - 5/10 - 2 colors makes this worse, and being singleton the +1 isn't great, but the static ability makes up for that a lot, giving it serious value. The +1 is self-mill, so you need a deck that can abuse that to get true mileage out of it. Even without, the -3 is Regrowth and I think is very strong. It feels about right for the mana cost, but need to be in a self-mill deck, or needs to be in a metagame wiht a lot of discard/sacrifice effects running around.

Vivien, Champion of the Wilds - 5/10 Green walker that draws you a card a couple of times maybe and has some flash use. It doesn't seem bad, but not something particularly powerful outside of green lists that need more card advantage or selection.

Chandra, Fire Artisan - 4/10 Red Chandra with card advantage. Static and ultimate seem medium. Not much better in many ways than the enchantment varients on this.


The more specific walkers that need a specific strategy are listed here. I rated them out of ten, only for decks in which they fit, like lifegain for Sorin, Vengeful Bloodlord .

Saheeli, Sublime Artificer - 9/10 - Stellar card for artifact decks with the loyalty ability. It works with numerous other archetypes, however, token strategies like Brudiclad, spellslinger decks that storm off and now have a token army to back it up, etc. It works in walker decks and protects walkers whenever you cast more. It is just really strong for its cost, which is very versatile.

Tezzeret, Master of the Bridge - 7/10 - A

Huatli, the Sun's Heart - 6/10 - All of the Assault Formation effects for the walls deck are useful. Its lifegain isn't even irrelevant.

Ajani, the Greathearted - 5/10 - Good in some W/G walker decks or some +1/+1 counter lists? Bad +1 makes this medium, and you can only use the -2 twice... Still strong as effects go and low cost.

Gideon Blackblade - 5/10 - A white-weenie aggro card that gets around your own sweepers, protects other creatures, and is really good with the -6 as well. Lifegain and other combat tricks aren't bad on this either.

Ral, Storm Conduit - 5/10 - A storm combo card, that has some value effects. It doubles spells and could be strong in some spellslinger lists.

Ob Nixilis,the Hate-Twisted - 4/10 - Good walker for Nekusar, not gonna see play much outside of that.

Sorin, Vengeful Bloodlord - 4/10 - Mass lifegain anthem effect, some targetted damage, and reanimation makes this pretty strong.

Sarkhan the Masterless - 4/10 - Good for dragon decks? Not really great in them, but can see play there.

Domri, Anarch of Bolas - 4/10 - REamp, anti-counter, and anthem effect. Not bad.

Kiora, Behemoth Beckoner 3/10 - Good in Stasis decks or decks that have large numbers of big creatures? It is ramp, while not being great.


Here are the hate-planeswalkers, cards that aren't value engines, but reall like hate enchantments.

Narset, Parter of Veils - 10/10 - Not even bluffing, an effect like Notion Thief or Leovold that doesn't die to creature removal, this is mono-blue, gives you card advantage, and has a high loyalty for its mana cost. It could be really scary with Windfall effects.

Karn, the Great Creator - Becasue sideboards aren't allowed if a single player in the pod doesn't allow them I won't be going indepth with the Mycosynth Lattice combo. Liquimetal Coating is another combo that llows you to destroy lands with the +1, and can kill 0-mana artifacts. It is pretty powerful as a one-sided Null Rod too. Great anti-artifact card.

Ashiok, Dream Render - 7/10 - Anti-graveyards, self-mill or opponent mill, and anti-search? This card hates on a ton of really powerful effects, and is entirely one-sided.

Teferi, Time Raveler - 6/10 - Combo with Knowledge Pool , one sided, flash for your Sorcery, removal/card draw for a bit. Really strong effect.

Dovin, Hand of Control - 5/10 - Not a great stax-piece, but technically one. Feels anti-storm. Had benefits against voltron as well.

Teyo, the Shieldmage - 3/10 - You have hexproof, protects itself a bit, great in a deck that uses walls however.


Outside of walkers, there are a ton of other great cards, I will go over the following in sets of cards:


Lands:

Blast Zone - 10/10 - Perhaps the best card in the set, there are extremely few decks I wouldn't put this in. It is a land that can hit any non-token, nonland, non-0-CMC permanent given some time, enters untapped, and taps for mana too, unlike Maze of Ith or other effects I'd argue are almost worse.

Emergence Zone - 7/10 - Bad flash enabler, but colorless and to all effects, beating Winding Canyon by enabling non-creatures. Enters untapped, for mono-colored decks that want this effect, no reason (mostly) not to run it and not bad.

Karn's Bastion - 6/10 - Needs to be in an infect, +1/+1 counter, or planeswalker deck, but it can do work. Sadly in a deck like Atraxa, I don't think it'd be great since colorless mana is hard to run in the landbase. Still good in numerous decks.

Interplanar Beacon - 4/10 - Strong for some walker lists, that is about it.

Mobilized District - 3/10 - Basically just a wall for some walker decks. If it gets to be free or 1 mana and becomes pretty worth it.


Colored artifacts:

Bolas's Citadel - 10/10 - A huge engine, hard to cast, can fail with double land, but just wins games. Few black decks would miss this in the 75% or casual circles. Like a free-cast Ad Nauseam forever. Comboes with both of Sensei's Divining Top 's abilities.

Vivien's Arkbow - 7/10 - It lets you discard bad cards to hit creatures when you are losing steam and have tons of mana. Really powerful.

Parhelion II - 5/10 - I don't care that this isn't good... look at it...

Oh god I love this. Angellic Helicarrier of DOOOM!!!! <3

BTW the other 2 are bad in EDH


God Cycle:

Ilharg, the Raze-Boar - 7/10 - Combo with Medomai the Ageless . Not a ton else, but all of these gods are very hard to kill, and this one can cheat out eldrazi... seems good.

God-Eternal Bontu - 5/10 - Great in Aristocrats, can be really strong for draw, is really hard to kill.

God-Eternal Oketra - 5/10 - Great in some white decks like Karametra, would be a sweet commander with effects like Whitemane Lion , Kor Skyfisher , Stonecloaker , etc. to trigger her a ton of times. Sweet with Odric, Lunarch Marshal , with a token and her out all of your creatures gain doublestrike and vigilance!

God-Eternal Kefnet - 4/10 - Not sure where this fits? It is card advantage, and could work in some decks that draw on opponents' turns? I am not thinking this is a great card. Good Body and is pretty strong with the god invulnerability effect.

God-Eternal Rhonas - 4/10 - Green five-drops are often better than this. Not bad, just kind of not a strong ability. Good with other anthem effects as a finisher if you have some trample enabler.


Finale cycle:

Finale of Devastation - 9/10 - Reanimate and tutor a creature to the field? This seems incredible. Green Sun's Zenith that also reanimates a card is huge! Also, like instant win if you use it at x=10+

Finale of Revelation - 8/10 - Better Mind Spring is good. Also, High Tide storm make it a little scary if that ends up being a thing.

Finale of Eternity - 7/10 - Really strong, but mana intensive for a triple Murder . Great black removal spell for many decks however.

Finale of Promise - 7/10 - Also really strong, this card seems to be for spellslinging. Requires instants and sorceries to double up on freecasting, but is still good.

Finale of Glory - 6/10 - Big White Sun's Zenith at sorcery speed with huge benefit at x=10+. Seems strong? I can't say taht the vigilance on the tokens are bad, but being a sorcery it isn't hard to sweep.


The following cards are not part of a cycle:

Command the Dreadhorde - 9/10 - 6 mana for a Reanimate any number of creatures/walkers in any graveyard? Hugely underrated IMO.

Liliana's Triumph - 8/10 - A great removal spell that doesn't target creatures, players, and is instant speed. It is 2 mana, splashable, and gets around indestructible. If you run Lilianas, that is just gravy on top.

Fblthp, the Lost - 8/10 - Great commander with Proteus Staff , strong effect, and is just a good card for blue creature decks like Animar, Soul of Elements . Strong.

Time Wipe - 8/10 - Incredible powerful in some decks, think of it with an Archeaomancer. Yep. Infinite board wipes ;). Otherwise just a sort of better Day of Judgment .

The Elderspell - 7/10 - Anti-walker, really good at what it does, and can be used in conjunction with other walkers to hit a fast ultimate!

Narset's Reversal - 7/10 - Just a strong counterspell option, that acts like a Remand or Venser, Shaper Savant with different upsides. Really strong because it gets around "can't be countered" cards, and copies really game-ending x-spells while bouncing them back at the same time. I expect tons of 2-for-1s with this.

Dovin's Veto - 7/10 - Better Negate at the cost of an additional color in its cost. Really strong, and will see tons of play IMO. U/W control variants will take this card and run it over other control decks for some serious power.

Return to Nature - 7/10 - Naturalize with graveyard hate as another option. Surprisingly versatile, and always better classics are great!

Deliver Unto Evil - 7/10 - Strong political card, godly with a Nicol Bolas walker. Feels like it could be breakable, but I don't know how yet.

Neoform - 7/10 - Strong tutor like Eldritch Evolution , doesn't exile itself, adds a +1/+1 counter, etc. I see it with +1/+1 counter decks, or just Simic Creature lists in general I imagine fetching Eternal Witness then recurring this then sacrificing E-Wit will become a common playline to go from 2 drop to 4 drop.

Ignite the Beacon - 6/10 - Walker decks will use this to great effect, but it just seems powerful for some non-walker decks that have a few. Instant speed I really think makes it good for control decks holding up mana for countermagic.

Single Combat - 6/10 - Really good sweeper in white, a color with a ton of really good sweepers, but still, it is strong and will go into a lot of white lists. Don't underestimate this in decks with 0 or just a few walkers/creatures, it gives you turns on many opponents.

Dreadhorde Invasion - 6/10 - Good in zombie tribal, otherwise on its own it seems... weak? It isn't bad, and as a value engine has potential in token and +1/+1 counter strategies, as well as just lists that want chump blockers each turn. Worse Bitterblossom for many decks. Where it shines in in combos with sacrifice outlets and Contamination !

Krenko, Tin Street Kingpin - 6/10 - New Krenko that isn't broken, but is less maan and is a great addition to any goblin deck, while making tokens? Sign me up! The flavor is dripping on this card, and it is a really good tribute to the Mob Boss himself.

Solar Blaze - 5/10 - Not exactly much better than Day of Judgment , and even Deafenning Clarion may be better in some decks, but for decks, with specifically higher toughness than power it can be a one-sided sweeper!

Massacre Girl - 5/10 - Black sweeper, good with big demons? I can't see this being insane, or even a big commander, but could make for a fun control commander, and I wouldn't be surprised to see this in flicker lists.

Domri's Ambush - 4/10 - +1/+1 counter, one-sided fight, hits walkers, instant speed? Seems strong as a budget removal spell in Gruul, but has capabilities in many other lists as a real piece.

Kasmina's Transmutation - 4/10 - Anti-commander enchantment, but unlike Darksteel Mutation , which doesn't leave chump-blocking on the table to kill it off, or even most removal spells, this one doesn't have that bonus. Good in budget blue decks, and will probably see a lot of EDH play in casual circles.

Arboreal Grazer - 4/10 - Strong in decks like Tatyova, Benthic Druid , big land-ramp decks or land-matters for it's 1 cmc effect. Chump duty after. Doesn't seem bad.

Dreadhorde Arcanist - 3/10 - Requires pump effects, self-mill, or a spell-slinging deck, and a lot of setup, and can be blocked without too much difficulty, but does have some power. Not sure where it fits.


This will be updated with ~30 more really cool cards from War of the Spark!

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Assault Formation occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

GWU (Bant): 0.64%