Assault Strobe

Assault Strobe


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

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Printings View all

Set Rarity
Scars of Mirrodin (SOM) Common

Combos Browse all


Format Legality
Duel Commander Legal
Oathbreaker Legal
Modern Legal
Custom Legal
Legacy Legal
Casual Legal
Commander / EDH Legal
Unformat Legal
Pauper EDH Legal
Canadian Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Vintage Legal
Limited Legal
Highlander Legal
Leviathan Legal
1v1 Commander Legal
Tiny Leaders Legal
Pauper Legal

Latest Decks as Commander

Assault Strobe Discussion

Lezen on I'm sorry, did that go too fast for you?

1 month ago

Check my Copy and Prowess deck, maybe you get some ideas, I rather use Assault Strobe than Temur Battle Rage , Use 4 Lightning Bolt and get rid of the Shock, then Opt for Preordain since it's not Modern legal, and Slip Through Space it's better than Distortion Strike.

You also need more Mutagenic Growth and Manamorphose to draw cards and Prowess your creatures.

And about Sprite Dragon, hes fast af, and uses counters not prowess, so basically you can bust him up 2 turns until you have enough mana to make him 10 with double strike unblockable.

TheVectornaut on Searing Infection

1 month ago

Rakdos infect is pretty tough to work around, but you have some cool things going on here. i'd try to have as few creatures above 2 CMC as possible. Hand of the Praetors is strong enough as a finisher in slow games, but the rats should probably be Plague Stinger and possibly Vector Asp. Budget permitting, Inkmoth Nexus is a fairly obvious upgrade. I'd also try to lower the cost on your instants and sorceries. This is especially helpful when playing around Livewire Lash (which should probably be at 4 copies). Reckless Charge, Assault Strobe, Brute Force, Virulent Swipe, and Temur Battle Rage are all options that work better with Lash than Footfall Crater, Dirge of Dread, and Memory Leak. Ways to protect your infect creatures can be very helpful, especially after sideboarding. Apostle's Blessing is probably the best in your colors. I really like Outmaneuver and Soul's Fire as ways to take advantage of infect in red. If you're willing to splash other colors, Wild Defiance provides nice redundancy for the equipment, not to mention the other benefits of having green in the deck.

Anyway, good luck with the deck!

Lezen on Izzet Prowess - Modern

1 month ago

I think you should go with Assault Strobe instead of Temur Battle Rage and of course you need Slip Through Space, those 2 it's always a win on 4th turn.

For creatures Sprite Dragon works much better than Stormchaser Mage and I would change Bedlam Reveler and Young Pyromancer for Beamsplitter Mage , Kiln Fiend or Soul-Scar Mage (I run those 3 and the Dragon), then I would suggest you to try Samut's Sprint and Titan's Strength, two of each.

You can check mine in my profile.

Snap157 on Death's Quick Touch [budget]

4 months ago

If you're running red in modern, you should have a playset of Lightning Bolt. They're great removal, as is Terminate. Additionally, I think that Rakish Heir or Assault Strobe would be a great combo with the amount of attacking you're doing. Lastly, while I love Olivia Voldaren as much as the next guy, she requires an immense amount of mana to get going, and I feel like if you take her out, you can also get rid of Lash of Thorns, which both streamlines the deck and allows you to add in other cards and some removal in the mainboard. Hope this helps!

lagotripha on Weird Paradise

5 months ago

Cerulean wisps is mana positive in the combo - it untaps coil twice (coil trigger, tap for mana, celerian resolves, tap for mana). Fists of flame helps keep the damage reliable enough that slip has only a minor upside. Personally, I've run a couple red cantrips instead of the green - Expedite and Crimson Wisps are good when you find yourself needing to combo on turn three, but the increased power is also a consideration.

Personally I'm a fan of Tainted Strike or Assault Strobe - halving the 'count to twenty' is a major reliability improvment, while casting both with coil on the field means you need to find just three more power to win.

I'd give a little thought to Simian Spirit Guide- Its a decent one-shot mountain which can make this a turn one combo, while still not gumming up the hand too much.

Suns_Champion on Z-Man the Butt-Kicker *Primer*

5 months ago

Looks pretty good, only a few suggestions.

More ramp. Zurgo on turn 4 is a million times better than Zurgo on turn 5. And since you're running only 33 lands. Arcane Signet Rakdos Signet Talisman of Indulgence Mind Stone will round out your ramp package.

Next, draw. Necropotence, Ignite the Future, Read the Bones, Puresteel Paladin... there's a ton of options, I'd take out Gwyn and add 5-6 more draw spells.

I'd add Giver of Runes to help make Zurgo unblockable or just protect him when that's not needed.

Remember a key concept of voltron: only 3 numbers matter. 7, 11, and 21. Three hit clock, two hit clock, one hit clock. Zurgo is 7 power. If your equipment aren't making Zurgos power 11, They aren't helping. I personally think Doublecleave effects are better than equips for Zurgo. Duelist's Heritage or Assault Strobe.


  • Syr Gwyn, Hero of Ashvale
  • Moonlight Bargain
  • Sublime Archangel
  • Monastery Mentor
  • Shatter the Sky
  • Some equipments

NoopyNolife on Beamsplitter

7 months ago

Your list looks sweet! I do thinkTitan's Strength does more for the deck then Brute Force does.

Also, since you run bigger creatures and have a more effcient mana base, you might prefer Temur Battle Rage over Assault Strobe.

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