Assault Suit

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Pauper Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CMT) 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

Browse Alters

Price & Acquistion Set Price Alerts

CMT

C16

C14

Ebay

Have (5) ironax , raymaverick97 , maR2307 , Famicomania , hosshughes
Want (0)

Recent Decks

Assault Suit Discussion

cdkime on Pinball Wizard - Karona, False God EDH

4 days ago

Bezter

Thanks for your help and suggestions. Greater Auramancy ultimately does not fit in this deck, as it also gives Karona shroud. As such, I cannot play it prior to Karona (as I cannot then place a vow on her). Even after she is on the field, giving her shroud is counterproductive, as it makes adding additional auras difficult.

Regarding artifacts, a prior version of this deck was more artifact heavy, and used cards such as Chromatic Lantern. Overall, I was disappointed with how that version of the deck handled. There was not a significant improvement to the mana ramp, and these artifacts did not interact with the numerous enchantment synergies in this deck. Overall, I found the slight improvement did not justify the slight reduction in card draw.

Assault Suit is another card I played around with in the past, and cut because it was a tad slow--there were better uses of 4 mana in the ramp stage, and seven mana, even if that mana is split between two turns, can generally be put to better use after she is cast. I'll sub it in if my meta becomes more sacrifice heavy.

Copy Enchantment is a great card for this deck, and I love the flexibility it provides. I've cut Three Dreams--which was quite helpful when I could cast it, but I never seemed to have the free mana--for it.

Bezter on Pinball Wizard - Karona, False God EDH

4 days ago

Greater Auramancy is perfect for keeping your enchantments protected. Copy Enchantment could also be a nice fit, as there are many good candidates to copy.

Any reason why you have no artifacts? Chromatic Lantern can greatly help with mana fixing.

The Vows do a good job of protecting you from your own commander, but you could possibly also use an Assault Suit. Same kind of deal, but it prevents Karona from being sacrificed to your opponents things such as Brion Stoutarm, Viscera Seer, Ashnod's Altar, etc.

Hope these suggestions help!

TheRedGoat on The party to end all parties

5 days ago

Sorry to bear bad news, but you can't run the Abbey in a colorless deck. Since Ormendahl on the back side counts as black, the card has a black color identity for the purposes of allowance in a deck or not. Mirrorpool is a thing though. As well as Assault Suit if you wanted to throw something funny in.

Optimator on It's Good to be the Khan

1 week ago

Yeah, it's tough!! Cutting cards and balancing the ratios between creatures, buffs, utility, and removal is a delicate art.

I generally start with the "8x8" method; choose 8 things you want in your deck and choose 8 cards that do each. You have a great start so I'm not saying to scrap what you have.

It's not perfect but it's a great place to start when building or redoing a deck. One thing to consider is a large chunk of one set of 8 will be ramp and ideally another set will be card draw, truly leaving only 48 cards. There is also the part where several groups of 8 will be "creatures" if you want an aggro deck (which this is sort of a hybrid) so some creatures will fall into a "buff/anthem" category or a "card draw" category or some sort of utility category, throwing some numbers off.

Brave the Sands is the shit.

Removal is slightly more important for aggro and voltron decks than midrange or control decks (you gotta get through!) but you have a good amount.

I generally find combat tricks less useful than constant buffs, so were it me I'd take out War Flare for one of the considered cards.

In my experience with Zurgo, evasion is more important than extra damage, so things like Battle Mastery and Mardu Runemark are less desirable than something like Spectra Ward, which makes a creature nearly unblockable and untargettable. Something like Spirit Loop would be better (and strictly better than Congregate, in my opinion) since you don't get two-for-one'd with it attached. Even with the voltron aspect being played down, Zurgo always has a huge target on his back.

Trample and flying, or something like Trailblazer's Boots help more than Fireshrieker or Inquisitor's Flail in my experience. The damage bonus is still super good though. A balance is good, is that I'm saying. Although perhaps not as much if the voltron aspect is less pronounced... YMMV. Also, Inquisitor's Flail is probably better than Hero's Blade. Conqueror's Flail is great too but a little pricey. I noticed you have a couple of random expensive cards--I assume they're ones you already own? Seems like a budget deck at heart. One thing that's hard about making a strategy like Warrior tribal work is it usually takes extra cash to make up for the inherent lack of synergy (unlike goblins and elves, etc.).

Have you seen Assault Suit? It's literally perfect for Zurgo. Keeps him indestructible on any turn and prevents him from being sacrificed. The damage bonus is nice and since he attacks four times a round instead of once it's almost like quadruple damage. I know you aren't doing a full voltron thing but it's so spicy and Zurgo is literally one of the only decks you can conceivably run it in.

Anyway, check out my Zurgo deck (Khanate of the Golden Headbutt (Artifact Voltron)) if you have the time! More of a traditional voltron deck though.

Bezter on Uril

1 week ago

Nice budget deck!

I think Celestial Mantle could be great here. Eldrazi Conscription is a little high on the budget, but it could be a good finisher.

Daybreak Coronet. Easy to enable, low CMC, lots of upsides. Vigilance is very helpful. Along with the +3/+3 (Which is really +5/+5 with Uril's ability), first strike, AND lifelink, I think this card is a great include.

Some more budget suggestions I have include:

Vow of Duty. Again, vigilance is good because you'll have a massive attacker and blocker should you need him. Additionally, you don't want your opponents stealing your big Uril with Mob Rule or Insurrection or something. Keeping you protected from your own guy can be important.

Possibly Flickerform to help save Uril from board wipes. You don't want to get 2-for-1 or 10-for-1ed with a simple Wrath of God.

An equipment, but Assault Suit can be good too. Sacrifice is one of the only ways to kill Uril since he has built-in hexproof. Giving Uril an Assault Suit can prevent him from being sacrificed by many things, including Celestial Flare, Wing Shards, Crackling Doom, and many others.

Hope these suggestions help! I like the low budget! Feel free to check out my budget Zurgo EDH deck: "Helmsmasher? I barely know her!"

Neotrup on Edrek Sahr + "can't be ...

1 week ago

When you control seven or more Thrulls, Endrek Sahr, Master Breeder's last ability triggers. It will not trigger again while it's on the stack. When it resolves, the ability will do nothing, because Assault Suit prevents you from sacrificing Endrek Sahr, Master Breeder. Then, if you still control seven or more Thrulls, the ability will trigger again. This loop can be shortcutted to nothing happening and thus evoking rule 104.4b, unless there is a method in revealed zones (such as a Ashnod's Altar on the battlefield under your control) or a player chooses to use a method that is not revealed (such as a Rout in hand). In the case of the former, you are required to end the loop, but in the case of the latter you are not.

TehGrief on Edrek Sahr + "can't be ...

1 week ago

Recently, an argument has been held regarding Endrek Sahr, Master Breeder equipped with Assault Suit.

Endrek Sahr, Master Breeder's ability reads "When you control seven or more Thrulls, sacrifice Endrek Sahr, Master Breeder.",

however, Assault Suit's ability reads "...and can't be sacrificed."

Does Assault Suit negate Endrek Sahr, Master Breeder's self-sacrifice ability? Or does this become an endless loop that causes the game to become a draw?

Thank you for your time.

Valius on Running Wild With Scissors

3 weeks ago

So first off this is a deck designed to be using very few creatures at a time. In general we're holding cats in our hand while the one on the field is clawing away. It's not meant to wide, and does simply so we can keep swinging. Therefore, we have to worry about Edicts and sac effects. But we also bounce back from removal easily.

Assault Suit is there mainly due to the Can't be Sacrificed clause. It has the added bonus of giving my biggest voltron to my opponents for them to use against each other.

I don't run Sylvan Library, and Mirri's Guile is better but I don't have that either, lol.

Fleetfoot Panther combos with Qasali Slingers or Aura Shards by bouncing itself. It can also let me reuse the ETB effects of Nazahn or Stoneforge Mystic. Lastly, if I need to bounce a creature to save it from dying, Pather's flash lets me do that. He's just a better cat than others out there.

Sabertooth Nishoba is nothing more than a finisher, and of the 6 CMC finishers out there I feel he's better than most. Also, I've had him since his release and never used him. Now I finally get to, and isn't that really what EDH is all about?

I run Skyhunter Skirmisher, which has evasion. It may be missing the Embalm, but I think the flying makes it better.

Load more