Assault Formation

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Frontier Legal

Printings View all

Set Rarity
Dragons of Tarkir 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.

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Assault Formation Discussion

ArchangelAlchemist on Living in Death

4 hours ago

Tuskguard Captain and Mer-Ek Nightblade will make sure your creatures get through. Death's Presence is good redundancy. Fertilid, Viridian Joiner, and Gyre Sage for ramp. Shape the Sands, Tower Defense, and Assault Formation for toughness boosting. Not budget but Vigor.

fyrewire on Doran Hatebear

5 hours ago

Hey logician: Wow - thanks for the detailed feedback. Some really interesting suggestions and insightful advice here!

Aven Mindcensor is a really good suggestion - that effect is amazing. It'd be one of the few cards in the deck that gets worse when Doran is out, but it's not like I'm playing it for the body anyway. Definitely going to fit this in somewhere.

The land is a little on the low side (especially since one of them, Hall of the Bandit Lord, is more a spell than a mana source). I actually just cut down from 35 after playing a few games with it, so this might go back up after more playtesting. The main reason this is low right now is related to the lack of end-game that you pointed out - there's not a ton of cards to ramp up to besides Elesh Norn.

You're absolutely right about the meta being more on the casual side. I'm not opposed to combos, and they would help in the late game, but I'm not going to introduce them unless the meta forces me to.

Council's Judgment is a interesting card (and also a fun political card, which I like) - will try to fit this in, as more removal is always good. Assault Formation I've already tried and found pretty underwhelming - there aren't a ton of defenders in the deck worth using it on (really only Tree of Perdition) and I'm fine with letting them just be big blockers and attack with other creatures/Doran.

You're absolutely correct on the creatures - they are mostly chosen so they are immune to power-based boardwipe/lockdown, though there are exceptions for obviously good cards. Luckily most hatebears are small enough to be unaffected.

Tutors can definitely be improved, yes. At some point I'll probably add a Demonic Tutor, maybe just replacing the Steelshaper's Gift. The repeatable tutor is a good idea, especially to grab the best hatebear for a specific situation. Do you have a suggestion between Fauna Shaman or Birthing Pod (or should I just grab both)?

The endgame point is quite apt - it definitely doesn't have anything it's building towards, so it can/does get out-curved by late-game decks. At later turns I'm usually just reactive (removal, board wipes) and hoping that's enough to stop a late-game opponent from going off - which isn't ideal. It is an issue that I need to address. Short of combos, I am considering adding some MLD instead (somewhat degenerate as well, but slightly less so and already done by a few players) to try and bring the game back to the early/mid game - let me know what you think of this. It would probably replace an existing board wipe, maybe swapping out one of Retribution of the Meek or Fell the Mighty for a Catastrophe

Thanks again for looking the deck over! Really appreciate it.

-Logician on Doran Hatebear

7 hours ago

Hey fyrewire. I like me some hatebear lists and I thought I'd give you a few pointers for your deck!

You definitely have some nice pieces of a cardboard in this pile. This is clearly not a list thrown together with random cards in your collection. I sense purpose in every slot. Well done! You're working with quite a few decent cards that shut off your opponents' strategies, which is pretty cool. I noticed though that you're missing Aven Mindcensor. It turns off your opponents' tutors and fetch lands, and I would regard it has one of the most powerful hatebears in the format.

I like the mana you're working with here. 33 lands and a total of 44 cards that are dedicated to mana. That is sufficient, but I will add that it is on the low-end of the spectrum. I like running up to about 47 to 48 cards dedicated to mana. You have more experience piloting your deck than I do, so if 44 works for you, then awesome!

Overall, this appears to be a very grindy deck. On the games you win, you really earned it. There's nothing sneaky going on here, no infinite combos that I can see. I'm getting the picture that you play in a pretty casual meta without combos. If that's wrong and you do want to add combos, I'll be happy to make some good suggestions.

Your removal package seems pretty sweet. I'm bit surprised to not see Council's Judgment, but maybe you'd prefer the instant speed Anguished Unmaking. I'd honestly recommend both.

Perhaps you've already tried Assault Formation and it didn't work out so well, but it seems like a pretty sweet card allowing you to attack with your defenders.

It looks like your creature package is difficult to make cuts from because it's all part of this plan for you to have a team of creatures that doesn't die to your own Fell the Mighty or Retribution of the Meek, and you just want to have a giant trampling commander (hopefully being the only attacker allowed due to Ensnaring Bridge). You're taking steps to protecting Doran and getting him as well as other valueable cards back from the graveyard, as well as holding down you opponents' boardstates in hopes they won't get out of control.

I'd say your biggest weakness is that, in the late game, you might be playing a bit too fairly. I'm envisioning this great set up, and then boom. Your opponent casts a Planar Cleansing or something. You've got a strong grindy mid-game, and then your cards just don't seem to consistently push into an even stronger late game (maybe a little stronger, but not always strong enough). So on turn 8+, sometimes you're still playing a midrange deck. Opposing control decks with big top-ends are likely able to out-curve you in the late game making it difficult to beat them in really long games, though you'd probably put up a good fight. None of this would be a problem if your deck could win in the mid-game, but it merely controls the mid-game and tries to grind out a win in the late game. That said, you do have a few great cards to compete in really long games, like Elspeth, Elesh Norn, Sun Titan, Tower Defense, Phyrexian Arena etc. And you have a few tutors as well. It'd be really nice to see a card that tutors more than once, like Survival of the Fittest, Fauna Shaman, or Birthing Pod. A Yisan, the Wanderer Bard would be nice too. Just something like that can give you a much clearly direction from turns 4 onward. You can start to more confidantly rely on your plans for not just next turn, but the following turn as well. This isn't a weakness that's easily remedied without turning to combos. You have a themed deck with a strong mid-game. You don't want to change that.

I enjoyed checking out your list. Best of luck.

Chazchu on Walls of the Deep

3 days ago

+1 on Assault Formation, it never occured to me :D

escesare on They Didn't Skip Leg Day

4 days ago

Is this mostly casual or competitive?

If competitive, you pretty much need to run at least 1 Assault Formation. Virtually every competitive deck will immediately remove your Doran, the Siege Tower from the field. Even when Spellskite wasn't a 4/4, it was OP. It also protects your Doran and massacres Infect, Burn, Bogles, and formerly Twin (may it rest in peace). Tower Defense is an amazing finisher as mentioned before. Your choice to max Birds of Paradise is great; they shore up your weakness to flying, and are the most powerful dork to begin with.

Most of my suggestions are the same as tournament finishes for Modern Doran, FYI.

Bulldawg1310 on damn! too much booty in the pants

4 days ago

turn1nighthawk I see what youre saying, but id love for my creatures to have vigilance so I can swing and immediately use them as blockers the next turn. that's kinda the whole point of havin so much defense. I could cut it to 2, and cut the Assault Formation down to 3 so I could have 2 Abrupt Decay I really only need 1 assault formation, but I gotta be able to get it on the board and not have it countered, or destroyed. and most sideboards will destroy it.

Samuel-Frederick on Bastion

5 days ago

Hi Naksu. Personally I prefer the deck without the ramp, the deck as it stands generates huge amounts of value and wins many wars of attrition (which it needs to as it has a tough match up against control). What you find with the deck is that because it doesn't look to run in quickly, the mana to let your guys attack isn't really an issue, and you aren't too bothered if they can't all attack either.

However, the ramp is crazy useful if looking to play more aggressively. If that was the road I was going down then I'd take out 3x Tree of Redemption, 3x Brave the Sands, 2x Plains, and 1x Forest, and add in 4x Overgrown Battlement, 4x Axebane Guardian, and 1x Assault Formation.

It just comes down to taste really, and what you want from the deck. And you'll always be able to find some space Wakestone Gargoyle of course.

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