Assassin's Trophy

Assassin's Trophy

Instant

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.

Latest Decks as Commander

Assassin's Trophy Discussion

SuperXkoodA on The Friend Maker

3 days ago

I needed creature control. Added a playset of Phyrexian Obliterator to satisfy that role. Can be more effective than Assassin's Trophy .

legendofa on Black Green Gain/Drain Midrange WIP

4 days ago

Okay, you have a plan. If you want to get this into Modern, how competitive do you want to be and how much money are you willing to spend?

For at least a couple of starting thoughts, Ivy Elemental is worse here than Endless One , and both of those are worse than Stonecoil Serpent .

You won't get the full effect of Mythos of Nethroi unless you have a Lotus Cobra out, so right now it's expensive creature removal with a conditional upside. Switch it for another Mortality Spear , Maelstrom Pulse , Abrupt Decay , or Assassin's Trophy , depending on your budget. If you add , consider Felidar Sovereign .

Conduit of Ruin only finds It That Betrays , Avenger of Zendikar , and Void Beckoner , and only Void Beckoner might have some use in your main strategy. Take those out and build a different deck around them.

Caerwyn on Dimir Mill

1 week ago

Dimir Aqueduct is a bad card and does not belong in any decks. Even on a budget there are vastly better two-colored lands. Same goes with Fetid Pools and every other enters-tapped land. Realistically, you want your mana base to mostly be fetch lands to trigger your crabs.

Which, on that note, you should be running a full contingent of 8 crabs.

Add 4x Archive Trap to punish opponent fetches and 2-3x Field of Ruin to force players to search their library so you can fire off Traps.

Mind Grind is a waste of mana. You are better off using those two slots for another Glimpse the Unthinkable and Fractured Sanity .

Grindclock is another bad card--it takes way too long. Think of Mill like a burn deck where you want to "burn" your opponent's life total as quicky as possible.

You will want something that can bounce permanents in your sideboard--mill is in a lot of trouble if a Leyline of Sanctity effect hits the field. Another option is running more fetches, throwing a few Overgrown Tomb s into the mix, and running a couple copies of Assassin's Trophy to take out those pesky cards that you cannot otherwise deal with.

Ensnaring Bridge is another decent sideboard option.

Caerwyn on Modern Mill Deck Help

2 weeks ago

wallisface - One countermeasure against Leyline of Sanctity is splashing for Assassin's Trophy . Since the deck should be full of fetch lands anyway, you only need two copies of Overgrown Tomb or Breeding Pool (which depends on whether you want more blue or black lands) to get Assassin's Trophy online.

Plus, as an additional boon, most players will not search for the land when hit by the Trophy, fearing an Archive Trap . Or, better yet, they will search, and you can blast them with an Archive Trap .

VinDiesel9999 on Utvara Hellkite (The Deck)

1 month ago

Thanks!

The reason chose Dispel is since it so cheap and I only wanted a counter for removal spells, which are mostly instants, i.e, Assassin's Trophy , Go for the Throat , Pongify , Rapid Hybridization , Beast Within , any counter-spell you can name, Lightning Bolt , and of course most importantly Path to Exile . With this deck I don't care about countering anything other than removal.

Between countering removal and reanimation, my creatures will be pretty bulletproof. It sets me up for a flavor win, though it may not be the most efficient strategy, not sure if I will ever buy this deck... so feel free to drop your suggests for more expensive cards and fetch lands.

TheVectornaut on Insane ramp idea - please help

1 month ago

When upgrading a ramp deck, I tend to prefer dropping creatures that are "just big". Obviously high stats can win you the game, especially in 1v1s, but they can just as easily be snuffed out by a single Vapor Snag , Path to Exile , or Assassin's Trophy . Having creatures with additional benefits on entry, death, and attack is a good way to get more value out of your guys before they get merked. Heroes' Bane and Ghalta, Primal Hunger would be the first two I'd evaluate. Then, Omnath, Locus of Mana and Xenagos, God of Revels . Otherwise, you could also look into dropping some planeswalkers. it may be rather difficult to protect them in the early game, and Karn Liberated is the only one you want to draw late. Furthermore, Karn doesn't synergize as well with most of the cards in the deck despite being decent removal in its own right. It can't be tutored, it can't be pipered, it can't get cheaper via Goreclaw, it can't draw off Soul, it can't be buffed by the gods, and it can't be recurred by Artisan.

Apollo_Paladin on

1 month ago

I'm really struggling with my Historic Arena golgari build to justify using Mortality Spear instead of Assassin's Trophy . Especially with all the other control you're running, I just don't see the downside to running Trophy still, even with reliable Lifegain. Giving an opponent a land isn't a massive cost when you've got so many different ways of dealing with threats. Particularly because, if needed, Trophy can even destroy lands...

For a Standard build this looks pretty solid (at least till rotation), I'm just wondering why if it's Historic you haven't opted to use the Trophy (asking seriously, not as a criticism; as I said I'm on the fence with this choice in a deck myself).

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