Assault Suit

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CM1) Uncommon
Commander 2016 (C16) Uncommon
Commander 2014 (C14) Uncommon

Combos Browse all

Assault Suit

Artifact — Equipment

Equipped creature gets +2/+2, has haste, can't attack you or a planeswalker you control, and can't be sacrificed.

At the beginning of each opponent's upkeep, you may have that player gain control of equipped creature until end of turn. If you do, untap it.

Equip

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Assault Suit Discussion

StopShot on Alesha's Prohibition: Bears and Staxes

5 days ago

@Gorbak, I'm not a stax expert, I'm just relaying what cards I've encountered that have made things challenging for me. Usually your focus is to hit your opponents hands and resources as well as their board-state. Alesha likes playing a lot of cheap spells, so those limited land-wipe cards would probably hurt a lot on your opponents without hurting you. It's important to know what disadvantages your deck can get away with more than your opponents decks and then once you figure that out you try to exploit it as much as possible.

A lot of stax decks I go against will usually stick to a synergy that really goes out of control if left unchecked. Synergies like: Contamination + Bitterblossom. Smokestack + Assemble the Legion. Chains of Mephistopheles + Anvil of Bogardan. Winter Orb + Stoneshaker Shaman. Desecration Elemental + Assault Suit. Rule of Law + Knowledge Pool. Creating any of the following locks can lead to the table easily losing the game if not answered appropriately. Getting those nasty locks usually requires lots of tutor effects like Demonic Tutor to maintain consistency.

rob_shifflett on Should Yennett join the Bandits?

2 weeks ago

Cloudius I am aware of what colors Are available to you.

Looking at only equipment, there are 12 other than LG. 6 of which have oddCMC. My favorites include: Sword of Vengeance Swiftfoot Boots Assault Suit Chariot of Victory Helm of Kaldra Helm of the Host Go here for full list: http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&text=+[haste]+![suspend]&color=+![R]+![G]&type=+![%22Creature%22]&subtype=+[%22Equipment%22] Think nothing of it.

In addition to equipment, there are more options. If one is clever. I shall list my favorites for you: Akroma's Memorial HotBL Vedalken Orrery Leyline of Anticipation Winding Canyons

That equals to 11 options. And there are more. If one is clever.

Metachemist on Yargle voltron

3 weeks ago

Not a bad plan, may also be worth doing some digging for low CMC black creatures with some useful keywords that you can Voltron up as well to get more options going. Cause remember anything can benefit from Grafted Exoskeleton Even more hilarious if we put an Assault Suit on the same creature and watch the table murder each other with Infect

squillem on Equipped Cats

1 month ago

Hey man, here are my thoughts

First, although I know your manabase isn't finished, I'd recommend running at 37 lands total.

Second, it's important to consider which equipment are powerful with this strategy, especially with Mirri. You'll likely need ways to keep her from dying. Since she has first strike, giving her deathtouch in addition will make it such that she will always kill the opposing creature before it deals damage, making her almost invincible in combat. You've already mentioned Quietus Spike, but other must-includes for this deck (imo) are Gorgon's Head, Gorgon Flail, and Basilisk Collar. You may also want to have ways to keep Mirri from dying to board wipes and removal. Darksteel Plate and Shield of Kaldra are both about 5 bucks, but they're pretty good. Cards that prevent targeting can be good, but hexproof is preferable to shroud. However, some shroud giving cards, such as Lightning Greaves and General's Kabuto. Mask of Avacyn gives Hexproof, but it's not a Great equipment.

Third, let's consider the equipment you're including. You want most of them to be strong enough to make a single creature into a threat on its own. You've already included cards like Argentum Armor, but frankly you don't really have enough equipment. I'm gonna list a bunch of equipment in various categories here that are worth considering (Sorry if some of this is already in your deck).

Utility:

Sword of the Animist

Conqueror's Flail

Dowsing Dagger

Mask of Memory

Protection/Insurance:

Heirloom Blade

Forebear's Blade

Evasion:

Prowler's Helm

Trailblazer's Boots

Threat-makers:

Fireshrieker

Godsend

Strata Scythe

Helm of the Host

Golem-Skin Gauntlets

Inquisitor's Flail

Grafted Exoskeleton

Stoneforge Masterwork

Assault Suit

Tenza, Godo's Maul

Bloodforged Battle-Axe

Blackblade Reforged

Masterwork of Ingenuity

Fourth, let's look at your creatures. In commander, lower-impact things tend to be outclassed quickly. As such, you generally want your creatures to either be significant threats or utility. Some creatures that I feel are worth cutting are:

Jareth, Leonine Titan (Not a particularly good card. He's only got a good size when blocking)

Leonin Relic-Warder (He's likely to die over the course of the game. Long-lasting removal is better)

Oreskos Explorer (You're in green, so your ramp spells are likely to be land-focused)

Phantom Nishoba (You'll probably want something stronger for you 7 mana. It's basically a 7-mana 7/7 with lifelink/trample and a downside.)

Qasali Ambusher (This creature just isn't impactful on its own)

Sunspear Shikari (This one is also low impact. I wouldn't play a 2-mana 2/2 with both of those abilities natively in commander, and this card is worse than that.)

Don't get too attached to the cat theme. Have it be something you can take advantage of, but don't put in a bad card just because it's a cat. Additionally, don't be averse to putting in noff-type creatures when doing so improves your deck.

Let's look at some creatures that might improve your deck.

Eight-and-a-Half-Tails (Can help get your other creatures through for damage or protect them from removal. A tricky one to play with, but with high upside)

Sram, Senior Edificer (Card draw is A1 in commander, and this guy gets it for you while also carrying equipment)

Odric, Lunarch Marshal (Makes one threat into a whole team of them)

Leonin Warleader (Makes more vessels for the equipment, which have lifelink and benefit from tribal synergies)

Taj-Nar Swordsmith (Gets you what you need when you need it. Make sure you know what you're looking for though!)

Grand Abolisher (Gives you a lot more control over combat on your turn)

Leonin Abunas (Protects your equipment. May be unecessary, but worth considering)

Indomitable Archangel (As above, but it also has flying, which makes it even better.)

Brass Squire (Sneakily fantastic. Avoids the equip cost while also letting you move an equipment at instant speed)

Auriok Windwalker (As above, but it also has flying, which...huh, deja vu)

Mother of Runes (Good for defending from removal or getting a creature through combat)

Armory Automaton (Note: this can take your opponents' equipment as well. They can re-equip it, but not until they get back to their own turn.)

Alms Collector (This is a good cat. Worth including on its own merits. Takes stuff away from the blue player.)

Stone Haven Outfitter (Insurance for a board wipe. Your deck is weak to them, so keep an eye out for ways to protect your team.)

Mentor of the Meek (More card draw since most of your creatures are cheap)

Adorned Pouncer (Not sure about this one, but it has double strike and can come back from the dead, so that's something)

Mirran Crusader (This guy sees modern and legacy play for a reason. He hits hard and doesn't die easy)

Silverblade Paladin (The ability to give another creature double strike is fantastic.)

Steelshaper Apprentice (Weird card, but lets you get what you need.)

Emeria Shepherd (Another way to rebuild after a wipe. Consider holding this in hand w/ a few lands rather than playing it out.)

Jhoira's Familiar (Makes equipment and legendary creatures cheaper and has flying.)

Some additional advice: Run 10 ramp cards and 10 card draw cards. Consider including Steelshaper's Gift and Open the Vaults. That's all I've got for now!

Coward_Token on Obligatory Zndrsplt & Okaun Coins Deck

2 months ago

Dunno how I forgot about the Gobby Assassin wording, good call. (Ral's ultimate is too good and still synergizes with the Thumb so whatever.)

Not really into Flinging Okaun since I'd have to get remove Assault Suit and/or recast him. Soul's Fire is a maybe; I'd prefer Chandra's Ignition as a finisher

Kingtalk on Rx (Meth is)

2 months ago

Hi_diddly_ho_neighbor these are all good suggestions, I'm gonna playtest the deck on Friday after I build it IRL. See what changes need to be made form there, thanks!

BlueBat93 Thank you man! Somberwald Sage is a good include, I'll make that swap. I had prowler's in here originally but ended up cutting it for Hot Soup because that card makes me laugh haha

t3hdarkness Oh I didn't even consider it for counter removal, but ya he's a land until the slumber counters are gone. Assault Suit really enables him to get someone to commander damage very quickly, especially if he happens to have a Whispersilk Cloak equipped afterwards lmao

t3hdarkness on Rx (Meth is)

2 months ago

I just reread Arixmethes, Slumbering Isle. Assault Suit can't actually make opponents remove counters for you. It can still convince others to swing for the fences with your commander though.

t3hdarkness on Rx (Meth is)

2 months ago

I just realized Assault Suit is pretty funny with this commander too.

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