Target creature gains double strike until end of turn. (It deals both first strike and regular combat damage.)
Printings View all
|Scars of Mirrodin (SOM)||Common|
Combos Browse all
|Commander / EDH||Legal|
Assault Strobe occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Assault Strobe Discussion
1 month ago
personally id go with Apostle's Blessing it can be used anytime, because flash with instant, and when you do swing you pay 2 life and use that neutral unspent mana, and name a color of a possible chump blocker, rendering it useless. Mutagenic Growth is a good secondary option but is more limited, mechanically, yet is easier to use because it technically doesnt need mana to cast. if after some play testing you find that most of your combo cannot be pulled off before turn 3, which is likely, I'd run Assault Strobe which would allow you to kill the chump blockers that dont have first strike and then swing again right away for another 10.
go 4 Apostle's Blessing and 4 Assault Strobe under the assumption that you wont have the perfect hand, and a mulligan draw already fucks your opportunity for for a turn 2 victory. reduce flamekin harbinger by 2, its only a tutor. Manalith isnt really working for what you are trying for too. Browbeat gives your opponent choice, near the end, where depending on what pieces you do have out, determine if they should take the punch in the face or to give you more cards to let you punch them in the face with, and doesnt really work for you with this type of deck. build your deck online and playtest it to your liking.
1 month ago
this deck is impossible to win on turn 2, its a shame. because once your opponent realized how much is sunk into the combo, you are pooched. Mutagenic Growth can save your critical pieces from many red removal spells at the minor cost of life and cards like Groundswell or Phytoburst can make your brightheart or smokescreener a valuable tool to finish the job with fling, if you chose to splash dual color lands like Rootbound Crag or Stomping Ground Apostle's Blessing like mutagenic growth can work to protect your critical pieces, and can ensure your nova chaser stays alive from a 2/1 blocker on turn 2. Assault Strobe is another goodie to protect your nova chaser thanks to that double strike damage
2 months ago
0 artifact ramp or 0 artifacts seems fragile. Also Xenagos + Double Strike is nasty Assault Strobe etc.....
3 months ago
That's probably a good suggestion about the lands, I'll take some out.
Assault Strobe isn't really a good fit for this deck. Double strike is nice, but it only targets one creature, doesn't get me more cards (or card options), and comes out at sorcery speed.
3 months ago
Heyo, I've got a couple suggestions for ya if you're interested. First, since you cap out at 3 mana, I don't think you need 24 lands. I feel like you could get away with cutting one pretty easily. Second, I'd like to suggest Assault Strobe as a possible inclusion.
3 months ago
The deck looks great! I'm really excited to build my own version.
You have Flare, Solar Blast, Zap and Spark Jolt twice in your deck.
I don't think you can cycle Solar Blast from exile. You can't discard cards from exile.
Eternal Warrior is the cheapest way to give your commander Vigilance in Red. I'm not sure if it's worth running over equipment, but it is more efficient even if it is riskier.
Faithless Looting seems like a great option for you deck.
Empty the Warrens could also be strong in a deck full of cheap spells and rituals.
Pyromatics is maybe another good way to get some cheap triggers.
I wish there was a good way to manipulate the top of the deck more consistently than with Scry, like a Future Sight -type effect. Maybe Lens of Clarity with shuffle effects and Shenanigans ? Probably too cute.
You are running a large amount of X-spells. This isn't necessarily a bad thing, but they are mana intensive, making it less likely that you'll be able to take advantage of the exiled cards after it. Meteor Shower seems particularly bad, and I could see Builder's Bane being more efficient as a Smash to Smithereens .
Seems like you still have lots of room to play in. Maybe you can afford to add in some Double-Strike spells? You talk about it, but I don't see any in your deck. Temur Battle Rage is usually the go-to, after that there's Uncaged Fury and Assault Strobe .
4 months ago
you might want to look at Fling and Thud being able to attack with Lightning Skelemental and then sac it to do the damage again. It's sneakier than Assault Strobe . While Temur Battle Rage and Uncaged Fury are at least at instant speed,they again might make your creatures a bigger target to remove if they see it swinging with double strike. You probably want some removal or discard Launch Party is a great way to take advantage of your guys that sac at end of turn anyways. Hellspark Elemental is a no brainer as well. Your better off dropping Shriekmaw for out right removal or burn and while Nova Chaser is cool I wouldn't run 4 they curve out for how fast this deck could play. Ideally you'd probably bump the number of Flamekin Harbinger and drop your Nova Chaser to 1-2 the harbinger tutors your nova chaser. I'd also dump the sundial for some combination of the elemental friendly Chandra's that are around there's like 4-5 to choose from.