Assault Formation


Format Legality
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Legacy Legal
Frontier Legal
Leviathan 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


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.

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Assault Formation Discussion

TheStraydog on Spider

9 hours ago

Spiders generally have giant butts, so Assault Formation helps them a lot.


5 days ago

PS. I did move By Force in from sideboard just because I did not really have/know any better options right now (and because meta). So those two are the ones that I am unsure what to do with. I feel like I dont need Doran, the Siege Tower in the sideboard or in main since my win con is Mill or to win with Assault Formation. I'm thinking of moving in Stony Silence instead of By Force just for now until I figure it out. DS.

Khunjund on GBUW: ₩ᴬʅʅֆ [MTGO BUDGET]

5 days ago

When planning a mana base, you need to find the most demanding cards to cast in each of your colours, then make sure you have enough sources of each colour to match those requirements. Frank Karsten wrote an article showcasing these requirements, if you don't want to bother with hypergeometric probabilities. It's often acceptable to be a few sources short, depending on the situation. For example, in your previous list, you had Wall of Frost, which normally requires 19 blue sources to reliably cast on turn three, but my previous suggested mana base had 17 sources, since this card wasn't integral to your game plan, and the rest of the colour wasn't as demanding. (Looking back, I could even have shaved off a few more, since it was a singleton.) Lands count as one source of every colour they produce, and you can count fetchlands as five-colour lands, if you have the right shocklands to go with them. For basic lands, the guideline I generally follow is: if I had all the basic lands in my deck in play, and no other lands, would I be able to cast every single spell in my deck?

Looking at your revised decklist, the mana base I would suggest is the following (cutting two Wall of Vines for two lands):

2 Breeding Pool

3 Forest

2 Hallowed Fountain

1 Island

4 Misty Rainforest

1 Overgrown Tomb

1 Plains

1 Stomping Ground

1 Swamp

2 Temple Garden

4 Windswept Heath

As you can see, this list has 17 sources of green (higher than the minimum 14, but helpful in case you need to cast Chord of Calling with few creatures), 13 sources of white (this is one short for a turn one Perimeter Captain, but it's only a two-of and other one-drops take priority), 13 sources of blue (one higher than the minimum 12 to help transmute Drift of Phantasms without creatures, but a reliable transmute would require blue sources), and 10 sources of black (one higher than the minimum 9 because of Doran, the Siege Tower in the boardI would go up to 12 black sources had it been in the main). I assume the two copies of By Force are a meta call. You didn't need sources other than your creatures for this when it was in the board, but if it's main, then I suggest putting in one Stomping Ground (or Cinder Glade; again, all dual lands can be substituted to fit your budget).

It's pretty old, but you can check this video for an example of the application of the principles listed above. (Keep in mind that, since he goes by experience rather than mathematics, his numbers are a bit off; e.g. you should have around 16 sources of red to cast Stormbreath Dragon on turn five.)

In any case, by taking Doran, the Siege Tower out of the main and upping the number of copies of Freed from the Real, I assume you're transitioning from a beatdown plan primary with a backup combo to full-on combo with a beatdown secondary in Assault Formation, in which case I recommend you swap out Wall of Vines for Wall of Shards.

DragonDanceSalamence on Suggestions for Wall Deck

6 days ago

Matt_The_OGRE: yeah i know not "every" deck casts emmy on turn 3, but that was just 1 of many examples. infect can win turn 3. storm can win turn 3. grishoalbrand can win turn 3. sadly, not "any" deck can be viable in modern. thats just wishful thinking at best, to put it nicely.

MODANO. a deck doesn't have to be tier 1 or 2 to get wins at fnm, but even untiered decks would have a huge advantage against a wall deck. you're either entirely reliant on Assault Formation to deal damage, or a very slow mill mechanic.

Khunjund on GBUW: ₩ᴬʅʅֆ [MTGO BUDGET]

1 week ago

You don't really have a payoff for your infinite mana combo, so maybe it's not necessary. I played a deck like this when DTK came out, and you can really benefit from some countermagic or removal, so you could take out a few creatures for those. My tutor of choice was Commune with the Gods, since it grabs both walls and Assault Formation. If you're looking to replace some walls with other walls, consider Wall of Shards. It's especially potent when mill is one of your victory conditions. Dragon's Eye Savants and Fortified Rampart are other cheap creatures with high toughness.

(By the way, your mana is really inconsistent. I recommend devoting a few resources to improving that, if you can spare them.)

MODANO. on Suggestions for Wall Deck

1 week ago


My deck:


Either we aim to win with turning our defenders in to infinite hard hitters with Assault Formation. If that does not work, we will try and mill them with Phenax, God of Deception. The infinite mana combo goes off together with Freed from the Real and Axebane Guardian + any defender.

After testing it for a while I have noticed that the first cards I need to switch out is: Wall of Denial, Perimeter Captain and Ghost Quarter (I'll put GQ in Sideboard). I want to switch these ones out since they doesn't really do much for the purpose of the deck.


What I am struggeling with so far is the start of the game. I am looking for more consistent ramp/draw/tutor and/or control options. Kind of general polishing and optimizing. I have troubles with Deathtouch and spells that make me discard cards. Maybe I should get a couple of Leyline of Sanctity ?

Any suggestions? :)

Many thanks!

MODANO. on Walls with teeth

1 week ago


I am myself elaborating with a wall deck, My deck:

The card Freed from the Real gives me infinite mana with Axebane Guardian.... together with Assault Formation it works really well.

I do run a couple of different walls from you, but I will have to switch some out. Like Wall of Denial & Perimeter Captain that doesn't really do much for the purpose of the deck.

If I can't smash my opponents down with an infinite big attacking wall I can mill them infinitely if I have Phenax, God of Deception on the board instead of Assault Formation.

acedev on Suddenly! Trees!

1 week ago

I would consider Collected Company and/or Mutavault to slam things into play, and to add some extra 'creatures' into the deck.

An another note, instead of splashing for Doran, the Siege Tower, you can run Assault Formation. Lastly, if you have flex spots for buff spells, I would consider Tower Defense.

For sideboard I would definitely consider Grafdigger's Cage and/or a Damping Sphere. These cards are color-neutral and can be brought in against many decks as well as hose rivaling tribes such as the Tier2 Merfolk decks.

If you feel like splashing green, Murmuring Bosk offers Path to Exile, Stony Silence, Rest in Peace, Suppression Field, and so on.

I hope this helps you.

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