Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle their library.
|Have (3)||, tedtanal , orzhov_is_relatively_okay819|
Printings View all
|Guilds of Ravnica (GRN)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Assassin's Trophy occurrence in decks from the last year
All decks: 0.35%
All decks: 0.27%
All decks: 0.51%
Commander / EDH:
All decks: 0.07%
BUG (Sultai): 0.82%
BRG (Jund): 0.96%
Assassin's Trophy Discussion
13 hours ago
Just tested it against a B/R discard deck I've been brewing (weird match up playing it through), I found Leyline of the Void hitting Turn 0 to make the late game a bit messy and with only 2 Assassin's Trophy it's hard to (reliably/quickly) remove once it hits.
I think running 3 (maybe even 4) Nature's Claim sideboard or even having 1 mainboard would help as it also gives the option of hitting an unnecessary artifact you control to gain 4 life; helps vs direct damage to the face spells/strategies that Ensnaring Bridge does nothing against.
3 days ago
abbatromebone there is 8 sylvan scrying because tappedout glitches when editing.
Also why there is 64 cards haha
What draw engine would you replace greater good for?
The eldrazi aren't being cut because deck theme btw, if it wasn't theme then I would definitely cut theme... To be honest if it wasn't for theme, I wouldn't be using eldrazi period.
4 days ago
I appreciate the fairness and honesty.
I think you should find space for Buried Alive, Assassin's Trophy, Sheoldred, Whispering One, Disciple of Bolas, Nature's Lore, Farseek, and Skyshroud Claim. Those are the cards that I think your deck would benefit the most from having.
4 days ago
freddyalcazar Assassin's Trophy and Abrupt Decay could both work! I just found it difficult to to get the mana for it, but a lot of dredge decks still run them! As for Leyline of the Void, I increased the number cuz so mana people were running graveyard stuff on mtgo with the release of THB!
6 days ago
1 week ago
enpc You could not be more right! I had originally done the land count with the expectation I might play lower cmc, much like M-DitzyDoo has pointed out but then as I made other changes to the deck forgot to alter my land count. I will probably want to increase this to roughly 40 I think? Unfortunately, my play group aren't huge fans of infinite combos (when there are tutors involved), we generally prefer the commander format to be more unpredictable and exciting. As for the elves idea, I actually really like that! That is a super interesting way to bolster ramp whilst having some blocking fodder if necessary and the first really solid deck I ever built when I started playing magic was elves so I know their potential. I might experiment with that in an alternate list.
multimedia - wooah, now that's some depth haha! Thanks heaps, as mentioned above, couldn't agree more about the land count and i'll take those specific recommendations into consideration. Seasons Past was actually in my original list when it was a little bit more graveyard focused but i didn't realise the insane potential when combined with Demonic Tutor !! that is so good! you'll see as i mentioned with infinite combos or infinite mana, it's not really something I'll be aiming for. Happy to go off big, but not infinitely. what i'm more or less looking for is consistency and synergy over power and competitiveness. Nezahal, Primal Tide I have seen as being a very popular creature with tasigur, and i can't deny how good it is either so I think it will definitely find room as is the planeswalkers, specifically ashiok and narset, personally. Jin-Gitaxias, Core Augur i have but avoided for not having too much hate. however, a member of our playgroup has made a commander deck with him at the helm, so when i see how that is responded to, if it's ok, i'll add that for sure and with Reanimate .... my god...ahaha! Deathrite Shaman i didn't expect to be that decent because i don't really imagine being able to pull off the ramp tap much, but as for the other abilities it is amazing, i like it. I will assess what my playgroup does in terms of being able to trigger Runic Armasaur and see if it fits. great card though. and blood artist is ok not to be in the list as we don't have anything quite like that hahah! but thank you though, couldn't agree more. I would really love to hear more about your thoughts on this deck as it progresses.
M-DitzyDoo - I really wanted that sort of mentality originally but have strayed away from it. Now that it has been pointed out to me though, it really would be a good idea. I can see how the lower cmc, the more i can activate tasigur. i also agree with swapping out the specific removal like mentioned. I'll have to be a little bit more budget-oriented with it however so things like Assassin's Trophy and Abrupt Decay probably won't make it. Drown in the Loch though - i love! perfect fit.
Thank you so much to all of you so far for your help, it's been incredible feedback. i'll make some necessary changes and would love to hear what you all have to say :)
1 week ago
As a fellow Tasigur player I'd highly recommend trying to cut your average cmc some because tasigur means never not having something to spend mana on. Pongify and Rapid Hybridization are extremely good for their cost, same with Nature's Claim and Swan Song . Swapping some of your more specific removal cards for more broad ones like Assassin's Trophy , Abrupt Decay , and Beast Within would help you deal with a bigger number of possible problems instead of being stuck with the wrong removal spell. Drown in the Loch is also fantastic, though a bit of nonbo with Ashiok.
1 week ago
sergarrick, The main thing that Calix, Destiny's Hand gives us is card selection, rather than card draw. Wwe don't win the game because we drew more cards, we win because we draw more meaningful ones that answer the threats our opponent presents us with. The -3 is a nice catch-all, out of the removal that we have in the deck, only Cast Out hits everything. Baffling End only hits cmc 3 or less creatures, which hits a lot, but not everything. Prison Realm only hits creatures and planeswalkers, which is the majority of what we want to remove, hence it takes the slot over Banishing Light or Ixalan's Binding , but alas, it has limitations too. This is why I like Calix here. He may just be too slow, but I need to test him more to find out.
Destiny Spinner is one I'll definitely be testing in the sideboard when I get some time to. I could see Alseid of Life's Bounty being fine in the sideboard for enchantment hate, but it's unlikely I'll end up running it mainboard, because in the early game, I'm just looking for cost reducers and card draw to find my removal spells. People don't tend to play enchantment removal mainboard outside of UW Control running Cast Out (which we can just remove with out own copies), and GBx running Assassin's Trophy . The fact that Alseid is a permanent hurts it a lot. If it were a Gods Willing effect for creatures and enchantments, I'd be more interested
Rabid_Wombat, Are you implying that I copied your deck, or just looking for free traffic there by posting it here? Your build is very different to mine. You've gone down the route of running the land enchantments for ramp, with arguably too many copies of a lot of the core pieces of any enchantress deck.
If you want to give constructive feedback, please do. Just saying "mine is better" doesn't help anyone. If you think that the land enchantments fix problems that this deck has, explain why they do, and which cards I'm running that are worse. But for the love of God, don't just come and say I've copied your deck and that yours is better.