Assault Strobe


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Scars of Mirrodin (SOM) Common

Combos Browse all

Assault Strobe


Target creature gains double strike until end of turn. (It deals both first strike and regular combat damage.)

Assault Strobe Discussion

Eries on Almost 5C Kiln Fiend

2 weeks ago

Thanks for the suggestions dude! I think you're right about the deck contradicting itself so I'll try out some of your suggestions. Assault Strobe and Tainted Strike are definitely some things I'm considering now that you mention them. I'm kind of just recently transitioning into modern from standard so I don't have a huge grasp on a lot of the cards yet. I did consider Monastery Swiftspear , but couldn't find any while I was building the deck hahah. I'll be sure to try out some of the cards you suggested the next time I head down to the lgs to play some modern. I'll definitely try this more all in version and see how I like it compared to this current version. Thanks again!

JKRice on Almost 5C Kiln Fiend

2 weeks ago

5c suicide rush (this deck archetype) is one of my old favorite decks, and the very first modern deck I ever built. I'm not sure if you want suggestions, but I have some.

In general, this deck seems to contradict itself. You want a turn three win, but then you also have tempo cards like remand, pact of negation, force of negation, and cantrips. I know it is tempting to put in cards like these to create consistency and protection, but the point of suicide rush (as I have seen it played, and as I have played it myself) is to win fast enough that consistency and protection in the mid and late game are meaningless. You don't want to wait until turn four to play kiln field and leave up mana for remand. I can understand the pact of negations, but I would still advise against those. Instead, I would go for defensive buff cards like Blossoming Defense . Furthermore, although I can understand cantrips, I personally would rather play a deck with more creatures, decreasing the need for cantrips, alongside dual nature cards like Slip Through Space . Also on the creatures, it seems like you have gone the wrong direction with Nivix Cyclops , making the curve higher instead of lower. In my versions of this deck I have played Monastery Swiftspear (which can also win turn three, and sometimes on turn 2), and my personal favorite, Immolating Souleater , making a total of 11-12 creatures. Furthermore, I was surprised to see that you aren't running both Assault Strobe and Tainted Strike , which are staples of the kiln fiend combo since they both make it very easy to win turn three with any of the creatures listed above. Finally, on the land base, in decks like this it would probably be better to protect your life total by playing fast lands and Gemstone Mine .

Then again, you might be going for tempo kiln fiend, and therefore my suggestions would be irrelevant

ra458 on Sprite Lightning (Red BlitzBurn MDN)

2 weeks ago

JKRice Thanks for the suggestion! Though isn't Temur Battle Rage just Assault Strobe for an extra mana in a deck where pretty much all creatures have trample?

Gattison on Carpe Diem

3 weeks ago

I would personally start by cutting Regrowth (too situational), Assault Strobe (too redundant), Pandemonium & Bedlam (too easy for them to hurt you more) and maybe Rampant Growth (you have other, similar cards that are simply better, so I doubt you'll miss it).

Then I would throw whatever multicolored lands in there that I could, even it's just stuff like Gruul Guildgate and Rugged Highlands .

Jimmy_Chinchila on Scale Up and Prowess

1 month ago

If I have a Monastery Swiftspear in play and want to cast both Assault Strobe and Scale Up , can I order the triggers such that I get both Prowess triggers? Does Scale Up remove Prowess or is it merely replacing creature type and base P/T? Also, do the Prowess +1/+1s still remain even after Scale Up resolves? I’m thinking it’ll be a 8/6 double strike haste when all resolved...Thanks!

knightfall666 on $100 Feather Budget EDH

1 month ago

You should consider Reliquary Tower to avoid hand flood, and Darksteel Ingot Instead of Boros Locket . Also, You should run all one mana +3/+x spells and Assault Strobe . Also feather is pretty color heavy so i would not use Mind Stone . Also why are you not using blink protection and Ajani's Presence ? Blink and return at the end of turn escapes pretty much all possible removals for feather ( Toxic Deluge Cyclonic Rift and edicts

nathanl69 on Boros Fun Stuff

1 month ago

Also, I tested this deck and it 100% needs more lands. In my testing it consistently misses land drops and gets its hand filled up with 5 and 6 drops. I'd also recommend cutting Phalanx Leader , it doesn't fit the deck very well. Akroan Crusader doesn't work very well either. If you're casting your targeted cantrips, you would almost always rather target your Feather (she has evasion) or Zada. Take Heart is meh, Assault Strobe is much more impactful.

The biggest thing I'd recommend, however, is cutting the entire Feather subtheme. This seems like two decks mashed together, and even if they synergize a bit, Firesong/Sunspeaker and Feather clash on which instants or sorceries they want.

Nyarlathothep on 8 ball modern

1 month ago

Literally posted my own rendition of the deck the same day. I'm incredibly happy that more people are tinkering with the raw power of recurring 'suicide' elementals.

I personally went for a more 'tribal-ish' take, with creatures like Flamekin Harbinger to tutor for the other elementals, Hellspark Elemental due to its natural recursion via its own Unearth ability and Hell's Thunder over Arc Runner due to it having a better chance to get the damage through thanks to it having flying. Also, 2x Assault Strobe for that turn 2 Assault Strobe + Lightning Skelemental + Unearth for 12 damage and making our opponent discard most of their hand.

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Assault Strobe occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%