: Untap all creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase. Play this ability only any time you could play a sorcery.
|Want (6)||mgalloro , nesohc , Rabu , GooseimusII , Stargaizer , Showa|
Printings View all
|Explorers of Ixalan (EO2)||Rare|
|Masterpiece Series: Amonkhet Invocations (AKHMPS)||Common|
Combos Browse all
|Commander / EDH||Legal|
Aggravated Assault occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
- M15's "Might Makes Right" and firebreathing/multiple combat interactions
- Does Xenagos, God of Revels Ability Accumulate?
- Infinte Combo - New Neheb & Aggravated Assault?
- Is combat damage still dealt to a player that has left the game?
- Does Neheb, the Eternal increase the mana produced if combat is repeated somehow?
Aggravated Assault Discussion
5 days ago
Hey! Thanks for the recs -- For some reason I didn't get any kind of indication that you did until I checked!
The additional battle step spells are absolutely in, that's the sort of stuff I've been looking for to push a little further. I could always add Grand Warlord Radha and Aggravated Assault down the line since I'm aiming to swing with a good number of creatures and have a good number of token generators to boot.
1 week ago
Neheb adds 1 mana for 1 life your opponents have lost for any reason this turn. As per the gatherer entry for Neheb:
"If you somehow have more than two main phases in a turn, each main phase after your first one is a postcombat main phase, and Neheb’s last ability triggers at the beginning of each of them."
Heck, even if you do not attack, as long as you activate Aggravated Assault, Neheb will trigger at the beggining of your new main phase. If you control Neheb and your opponents have lost at least 6 life this turn, you have infinite mana with Aggravated Assault.
1 week ago
Say I have Neheb, the Eternal, and Aggravated Assault on the field. During combat I attack and deal 5 damage to an opponent. Post combat, Neheb produces 5 red mana. I spend this mana on Aggravated Assault, giving me an additional combat phase and additional main phase. During my additional combat I attack and deal another 5 damage to an opponent.
During my second post combat main phase, do I get 0 mana, 5 mana, or 10 mana?
Someone argued that Neheb's ability only applies to the first post combat main phase, and not all others. Someone argued that it only counts as the amount of damage dealt during the second combat phase because I already got the mana from the first one. I argued that it increases each time because Neheb is cumulative for the turn, which hasn't ended yet, and doesn't specify once each turn.
The second person argued that by my logic, I wouldn't need to even deal damage during my second combat phase, and during my second post combat main I would still get 5 mana from Neheb from my original 5 damage, effectively allowing for infinite combat/main phase as long as the 2 cards remained on the field. I said that was exactly how the combo worked.
1 week ago
Thanks for the comment. Good tests were added.
I wasn't a big fan of the added lands matter theme, it pulled slots away from the dragon theme which is understandably necessary. A few of them were upgrades ofc, better card draw and such.
The Aggravated Assault thing was really neat. Didnt even think about how it reacted with Main Phase 2. Easy include for the synergy alone.
The anthem effect argument is fair. I'm a bit split on in (bigger is usually better of course), but I can agree that the slots are probably better suited for value or dragon synergies.
Thanks again for the comment, have a nice day.
1 week ago
Hey, interesting version of Wildborn.
Consider some creature tutors?
You could expand on the interaction of being able to play more lands a turn.
Crucible/Excavator have good interaction with Reformation and Loam is the enabler for these cards. Reformation and Horn can be consistent sources of repeatable draw with only lands.
Cards to consider cutting:
- Crucible of Fire: Dragons are already big with lots of power as well as flying they don't also need anthems.
- Return of the Wildspeaker
- Vanquisher's Banner
- Explosive Vegetation
- Jugan, the Rising Star
- Ryusei, the Falling Star
- Foe-Razer Regent
- Siege Dragon
- Kilnmouth Dragon
Good luck with your deck.
1 week ago
Thanks for all of the suggestions! I’ve decided to cut Aggravated Assault for Breath of Fury . It can be really nasty with Ghired just attach to rhino, attack with rhino and ghired and populate, sac rhino due to breath and reattach on new rhino rinse repeat.
I have graveyard recursion with Feldon of the Third Path and Mimic Vat and I have tried Bramble Sovereign before and it was just too slow and better options were there. Thanks for the upvote though :)
2 weeks ago
heavyuser: It's isn't particularly fancy, but it doesn't look like a combo is building up so it flies under the radar pretty well...
- Krenko, Mob Boss (most likely tapped at this point in order to get enough tokens, or Ib can help go all out)
- Goblin Warchief (or other haste enabler)
- Skirk Prospector (or Ashnod's if you have a color filter of some sort)
- Aggravated Assault
- 8x Goblin tokens (or more if your haste enabler and/or sac outlet aren't goblins too. Total goblins must be 11 or more.)
- Sacrifice 5 Goblin tokens to Skirk Prospector to make . Total remaining Goblins at 6.
- Pay into Aggravated Assault untapping Krenko, Mob Boss .
- Tap Krenko, Mob Boss to make 6 goblin tokens, totaling 12.
- Repeat for infinite hasty goblins, and technically infinite combats if you wanted.
Of course it gets easier with untapped lands available, or when Krenko starts untapped and you are already at 6+ goblins, but this part can be done with zero lands remaining, which is just the kind of thing an Ib deck will do sometimes.
2 weeks ago
My regular playgroup made a "no two-card infinites" rule (this deck didn't have any so it didn't effect me), but a long time ago when I had a few 3+ card infinite mana combos (mostly built around Mana Echoes ) and a few infinite Goblin generators (Krenko + Thornbite Staff , Goblin Warrens + infinite mana, etc..) I realized I had a lot more fun winning or losing through combat than I did with any of my infinite combos. Especially with Ib as a commander and the path this deck has followed since I started it, I definitely wanted the focus to be on combat shenanigans, even it meant working a lot harder to do win (dealing 120+ damage in a game isn't always easy!), or giving up on a few easy wins out of nowhere.
Personally no infinite I ever cast felt better than a Blasphemous Act + sac outlet win, wiping a table off the back of Repercussion , or going all into a Price of Progress / Acidic Soil combo after saccing all of my lands.
I still like something like Aggravated Assault a lot as it is a nice boost to combat on its own, but if you get the right 10+ cards/creatures on the battlefield it will go infinite in this deck as well. That's the kind of convoluted, hard to follow type of infinite that I like to pull off. Plus, no one really gets butthurt when it takes you 10+ cards to do it!