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 (4)||orzhov_is_relatively_okay819 , , CompleteWaste , gildan_bladeborn|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Assassin's Trophy Discussion
15 hours ago
Do you happen to have a deck list? I would be curious to see what you are using for your basis.
Right now, I think the best Modern mill deck you can run is 8-Crab. 4x Hedron Crab, 4x Ruin Crab, a bunch of fetch lands to enable your crabs, and then Drown, Visions, and some “burn” spells and some removal to finish off the deck.
I also know some folks who have been having decent success splashing into Green for a few copies ofAssassin's Trophy - since the deck should run a lot of fetches for your crabs, one can splash into green with one or two copies of Overgrown Tomb and no other green lands relatively easily.
I will also note there are a few cards which are traps - they look like they might be good for mill, but are not. Jace's Phantasm is one of those cards - you are not trying to hit their life total, so you don’t need an attacker. If you feel you need a blocker due to your meta, you’re better off with Ensnaring Bridge than a single 5/5 with flying.
Fraying Sanity is another card that gets tossed around a lot as a suggestion. Realistically, I don’t think Sanity does much for Mill - you want to focus on burning your opponent as quickly as possible, and Sanity comes down at the critical turn 3 point. It does no burn for turn (other than doubling what your crabs might have done), and usually is more of a “win more” card than a “this wins you games” card. By that I mean any game it helps you win, you likely could have won with something else in those card slots, but it doesn’t do much to let you win games you would otherwise lose.
5 days ago
Hey TheBubbaEA, Honestly in terms of fetches, maybe around 10 or 11 just to make sure you are consistent. If that extra Blue is problematic, then maybe running one extra steam vents so you can fetch for it easier if for some reason you lose it. Also, you might want to run 4 Counterspell, 1 or 2 Cryptic Command and less Remand. You probably don't need 4 islands and 2 forests, maybe 3 Islands and 1 forest, cause you aren't very reliant on green. Keep some basics though so you can grab them if you get hit with Path to Exile or Assassin's Trophy
1 week ago
3 weeks ago
MTGesus90X "Best removal" is removal that deals with the most dangerous permanents in play for the lowest price. My Wrath of God killing 12 creatures for just 4 mana and 1 card will leave me more to work with to try and win the game than the opponent who had to cast a Murder, an Assassin's Trophy, an Abrupt Decay, a Doom Blade, a Ravenous Chupacabra and a Swords to Plowshares for half that effect, now tapped out and empty handed. It's very simple math.
Magic is a game of resource management. Denying yourself resources that are easily available at low opportunity cost, is a surefire way to reduce your chance of winning compared to the other players who did run Bala Ged Recovery Flip. It's not forcing anything, if you don't need it, it's a land. If you do need it, it's a late game Exsanguinate for the win, in the best case. So how does it not make sense to run the card in almost every deck you can play it in?
3 weeks ago
it's a good concept, but there's only a limited amount of removal. i would suggest putting in some Mortify's for the quick kill and replacing the Path's with Dire Tactics. competitively-speaking, Path to Exile has the same problem as Assassin's Trophy; it was highly valued until it was found that trading a creature for resource was not good
4 weeks ago
there's a definite major weakness with this. unfortunately, you have nothing in terms of true control. i typically run orzhov in/out bleed; without any counterspells, you run in to the issue of being out-muscled by weenies and beaten by passive/triggered effects. while the Path is a decent weapon, it trades a creature for a land; trading a big threat for resource was the same issue that Assassin's Trophy had. Mana Tithe, Essence Scatter, Mana Leak, these would have stopped me
1 month ago
TheOfficialCreator, I like that card, because it does not directly target an enchantment, and because the player can choose what enchantment they sacrifice; as long as black's ability to deal with enchantments is never equal to white and green's ability, in terms of either quantity or quality, I shall be satisfied.
TypicalTimmy, that is a very good way to describe how black can affect enchantments.
For a flavor explanation of the card, I chose to name it in honor of Surtur from Norse mythology because his name means "blackened" in Norse and he is always associated with fire, thus making this card black and red. From a mechanical standpoint, red can destroy artifacts and lands, and black can destroy creatures and planeswalkers, so they can together destroy anything other than enchantments. Black can now destroy enchantments, but WotC has said that they wish to keep unconditional permanent destruction within black/white (i.e., Vindicate) and black/green (i.e., Assassin's Trophy), so I am honoring that commitment.
1 month ago
20 lands seems a little low for the deck, yeah. On another note, why do you have 4x Cleansing Wildfire and 4x Assassin's Trophy? Without stuff like Aven Mindcensor I don't understand how these help the resource denial gameplan, unless you simply plan to exhaust the opponent's deck of all basic lands. And using Trophy as removal hurts your gameplan by giving them a land (same reason why RW land destruction lists don't play Path to Exile).