Assault Formation

Assault Formation

Enchantment

Each creature you control assigns combat damage equal to its toughness rather than its power.

: Target creature with defender can attack this turn as though it didn't have defender.

: Creatures you control get +0/+1 until end of turn.

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Legality

Format Legality
Commander / EDH Legal
Modern Legal
Pioneer Legal
Gladiator Legal
Unformat Legal
1v1 Commander Legal
Custom Legal
Highlander Legal
2019-10-04 Legal
Limited Legal
Tiny Leaders Legal
Oathbreaker Legal
Casual Legal
Historic Legal
Vintage Legal
Arena Legal
Legacy Legal
Canadian Highlander Legal
Block Constructed Legal
Duel Commander Legal
Leviathan Legal

Assault Formation occurrence in decks from the last year

Latest Decks as Commander

Assault Formation Discussion

Eddles on Walls to the Balls

1 week ago

Thanks for the advice aponiato & TheVectornaut! Just ordered a couple cards to add to the deck. I went for the Assault Formation and Hornet Nest. Might Look in to Living Wall as well once I do more play testing.

TheVectornaut on Walls to the Balls

2 weeks ago

I recommend Steel Wall if you want toughness for value to put on the pressure and Hornet Nest if you prefer a strong deterrent. I'd also suggest having more redundancy for your commander if you're not spending resources on protecting him. Assault Formation is the most obvious since it also serves as a mana sink on offense. However, Huatli, the Sun's Heart and Rolling Stones sort of work in a pinch. The alternative could be to run more cards like Asceticism.

CheapBastard on RAMos THE GATE

4 weeks ago

Let's see if I can help ya out here since you need to protect Ramos ASAP. Lightning Greaves and Asceticism are really nice but imma try to keep it budget. Whispersilk Cloak is nice since you can hit em with that unblockable but I think Glaring Spotlight is extremely underrated. Swiftfoot Boots are really good too. If you want to go crazy with Ramos you can always add in Helm of the Host too for extra fun! Progenitus is one of my favorites too. I see you're going with walls so Wall of Kelp and Intruder Alarm goes infinite with Axebane Guardian so that's something to keep in mind too. Assault Formation is your backup just in case and when your walls start attacking, Tower Defense is a really cheeky play. Hopefully this helps a little

Romer on Doran's Tough Guy Posse

1 month ago

Two years later and you're both right - I've finally implemented those suggestions.

bobanderson, I did take out Belligerent Brontodon. I liked the redundancy in case I lose Doran or he's prohibitively expensive to cast, but the brontodon is just way too expensive to cast. Still keeping Assault Formation as a backup for Doran though.

NV_1980, I just added Ikra Shidiqi, the Usurper. Honestly, I should have done this long ago. You were right!

legendofa on New hubs to be added

2 months ago

And I glossed over part of Assault Formation, but the others still apply.

High Toughness? Defensive? Something else?

legendofa on New hubs to be added

2 months ago

TheVectornaut I'm not sure Walls or Defender are quite right for the name. Most of the cards do have defender or are walls, but Phenax, God of Deception, Assault Formation, Doran, the Siege Tower, and several other cards only care about toughness.

High Toughness as a hub might be okay, I've seen multiple decks with the idea, but I'm not really satisified with naming it that, either.

TheVectornaut on New hubs to be added

2 months ago

Just gonna throw in my support for defender/walls as a somewhat popular casual strategy across multiple formats. Overgrown Battlement, Assault Formation, High Alert, Vent Sentinel, Phenax, God of Deception, Doran, the Siege Tower, Arcades, the Strategist, Towering Titan, Perimeter Captain, Rolling Stones, Tree of Redemption, and Tree of Perdition are all cards I've tried to build around at some point or another in casual, modern, standard, or commander.

TheVectornaut on When The Wall Is Up Against You

2 months ago

I have a lot of experience with mono-green Assault Formation in modern and legacy casual, so I'll toss in some of my thoughts.

Perfect curves certainly aren't necessary, but you should be able to accomplish something on each of the early turns of the game. More than just playing any old card, it should be something that fits in with your overarching gameplan. I agree with cutting Adventurous Impulse as a 1-drop for this reason. It can't get you Formation, Bow, or any other noncreature combo piece you happen to be running. I'd usually run a Llanowar Elves style dork instead in a ramp list. Still, in walls, I think there are even better options than that. My personal favorite is Traproot Kami since it adds an early defender to the pool and can become a serious threat with Formation if the game goes long. Plus, it works well with the lands-matter strategy that Oran-Rief Hydra is also part of. Other options I've had less success with are Jaddi Offshoot for life, Portcullis Vine for cards, and Saruli Caretaker for slow mana. On 2, Sylvan Caryatid, Gatecreeper Vine, and Wall of Roots are all ramp options, but you're probably fine with just Battlement and Vine Trellis. Wall of Blossoms, however, I view as a must-have if you want to maximize your mana without running out of gas. The ability to up the defender count while replacing itself is so good that I even run a playset of the slower Carven Caryatid too, but this could be excessive depending on the deck. The last defender I'll mention is Tree of Redemption. It's more expensive, both in CMC and in dollars, but it is an undeniable threat with Formation. Higher toughness also makes better use of tricks like Sheltering Word and Feed the Pack.

For the top end of the curve, you might actually be underestimating how much mana the ramp walls can net. With your current setup, you only need 2 of either Guardian or Battlement and 1 other wall to have 9-11 mana on T4. Removal is obviously the biggest obstacle to this being a reality but it seems like you're preparing for a counterspell-heavy meta in a big way. Either you use your protection on the walls and win with Formation when they stop your bombs, or they wait to remove the bombs and you have protection saved up to stop them. Honestly, it feels like you might have too much defense in the mainboard but I'll touch on that later. My point here is that you are likely to have more than enough mana to cast threats much more substantial than the Hydra, and that's without modifications to your suite of defenders. In the current version of my deck, it isn't strange to have a game like: T1-Forest+Traproot Kami, T2-Forest+Overgrown Battlement, T3-Forest+Wall of Blossoms+Axebane Guardian, T4-Forest+Genesis Wave for x=9. Oran-Rief Hydra is a totally fine card to top off at if you build around it, but right now I don't even see it being better than Terra Stomper in a lot of games (and Stomper even has built-in counter protection now that I think about it XD). To get more value out of the Hydra, I'd swap the cycling lands for cheap fetches like Evolving Wilds to double up on landfall triggers, and I might also consider some +1/+1 synergy cards in the vein of Hardened Scales or Hydra's Growth. On the subject of landfall, Vinelasher Kudzu is an interesting option that fits with the plant/wall cards, at least thematically. Mechanically, Undergrowth Champion, Rampaging Baloths, and Avenger of Zendikar are all probably better. I've already mentioned Genesis Wave, but some other options for finishers that I've seen are Archetype of Endurance, Hydra Broodmaster, Primordial Hydra, Vigor, End-Raze Forerunners, Colossus of Akros, pretty much any eldrazi, and any red x-spell that can target players. If you choose something with x in the cost, having Umbral Mantle or Freed from the Real to generate infinite mana is beneficial.

The last thing I'd like to talk about are your noncreatures. As I mentioned before, 4 countermagic blockers seems a little excessive in the main 60. I personally struggle much more with Path to Exiles, Fatal Pushes, and Searing Bloods than Counterspells on most days, so I'd usually prefer the Vines of Vastwood or the flexible Veil of Summer. However, I don't know what your meta looks like. If countermagic is a big problem, another way to get around it is to add in plenty of redundancy. Instead of running only 4 bombs, run 8 so 1 is more likely to slip through. Savage Summoning and Insist are fine answers, yet they run the serious risk of becoming dead cards if your opponent isn't playing blue. Of your instants though, Subdue seems to be the weakest to me. It looks like it will usually be a bad Awe Strike or an inverted Berserk that can't contribute to damaging the opponent. If you had cards to benefit from toughness outside of combat like Kin-Tree Invocation, it could at least serve a similar role to Glyph of Destruction in Wall of Blood/Rite of Consumption decks. The final card I might reexamine is Bow of Nylea. generally, mass deathtouch is at its best when you either have a way to force damage (like Lure or Thornbite Staff) or when you want to create a disincentive for your opponent to block (like when running a Curiosity deck. The thing about a high power is that it already allows you to kill multiple blockers and the thing about trample is that it already discourages single blocking. Deathtouch on such a creature is therefore a little redundant. Sure, it's better to have it than not have it, but it might not be worthwhile if it comes at the cost of 3 mana and a card. I'd want some concrete way to take advantage of the Bow's activated ability to justify running it. For example, my G/W enchantment lifegain deck from Theros standard used the gain 3 life ability to buff Ajani's Pridemate. In your case, the +1/+1 might be the best choice to build around since it can overlap with the Hydra's trigger.

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