Assault Strobe

Assault Strobe

Sorcery

Target creature gains double strike until end of turn. (It deals both first strike and regular combat damage.)

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Legality

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

Assault Strobe occurrence in decks from the last year

Latest Decks as Commander

Assault Strobe Discussion

Spell_Slam on Boros Rage

3 months ago

Bonesplitter is still the best equipment in Pauper by a long shot. It's definitely worth being in here as a 4-of. It will be better than Golem-Skin Gauntlets most of the time.

I think Training Drone will be too slow and easily blocked/killed. Having some sort of evasion naturally is going to be a big help. I would cut Ardent Recruit for the same reasons.

Vault Skirge has flying and also has lifelink, making it very good at racing against aggro decks. It's also pretty effective against Burn if you can protect it.

If you do end up playing Vault Skirge, then Cliffhaven Kitesail won't be as useful for you. In fact, with most of your creatures having trample or flying already, it doesn't feel necessary.

I really like Mutagenic Growth in decks like these because they often protect your creatures against removal and combat tricks without having to use mana. They also double up as extra damage when needed.

Final card I want to mention: Temur Battle Rage or Assault Strobe will combo pretty well with all the equipment and Gaveleer / Champion to finish games off quickly.

RebelGenius on Ball Lightning Never Dies

3 months ago

Gobo-Sharpie I'm glad you like the deck! Witch's Cauldron would definitely be nice in the deck for some better card draw and the life gain would be nice in the slower games. Phyrexian Tower seems pretty good but this deck needs a lot of colored mana for it's creatures so I don't think it would be super useful until later in the game. Assault Strobe seems fun and it could be a powerful finisher. I'll play around with with the cards you recommended and see what I like. Thank you for the suggestions!

Gobo-Sharpie on Ball Lightning Never Dies

3 months ago

I really like your deck :)

Witch's Cauldron as a card drawing engine for all those creatures you will sacrifice at the end of your turn anyway I would drop Cathartic Reunion for it.

Phyrexian Tower let's you also get more mileage out of your creatures after having used them and is a land.

Assault Strobe could be nice too to.

Lezen on I'm sorry, did that go too fast for you?

5 months ago

Check my Copy and Prowess deck, maybe you get some ideas, I rather use Assault Strobe than Temur Battle Rage , Use 4 Lightning Bolt and get rid of the Shock, then Opt for Preordain since it's not Modern legal, and Slip Through Space it's better than Distortion Strike.

You also need more Mutagenic Growth and Manamorphose to draw cards and Prowess your creatures.

And about Sprite Dragon, hes fast af, and uses counters not prowess, so basically you can bust him up 2 turns until you have enough mana to make him 10 with double strike unblockable.

TheVectornaut on Searing Infection

5 months ago

Rakdos infect is pretty tough to work around, but you have some cool things going on here. i'd try to have as few creatures above 2 CMC as possible. Hand of the Praetors is strong enough as a finisher in slow games, but the rats should probably be Plague Stinger and possibly Vector Asp. Budget permitting, Inkmoth Nexus is a fairly obvious upgrade. I'd also try to lower the cost on your instants and sorceries. This is especially helpful when playing around Livewire Lash (which should probably be at 4 copies). Reckless Charge, Assault Strobe, Brute Force, Virulent Swipe, and Temur Battle Rage are all options that work better with Lash than Footfall Crater, Dirge of Dread, and Memory Leak. Ways to protect your infect creatures can be very helpful, especially after sideboarding. Apostle's Blessing is probably the best in your colors. I really like Outmaneuver and Soul's Fire as ways to take advantage of infect in red. If you're willing to splash other colors, Wild Defiance provides nice redundancy for the equipment, not to mention the other benefits of having green in the deck.

Anyway, good luck with the deck!

Lezen on Izzet Prowess - Modern

5 months ago

I think you should go with Assault Strobe instead of Temur Battle Rage and of course you need Slip Through Space, those 2 it's always a win on 4th turn.

For creatures Sprite Dragon works much better than Stormchaser Mage and I would change Bedlam Reveler and Young Pyromancer for Beamsplitter Mage , Kiln Fiend or Soul-Scar Mage (I run those 3 and the Dragon), then I would suggest you to try Samut's Sprint and Titan's Strength, two of each.

You can check mine in my profile.

Snap157 on Death's Quick Touch [budget]

8 months ago

If you're running red in modern, you should have a playset of Lightning Bolt. They're great removal, as is Terminate. Additionally, I think that Rakish Heir or Assault Strobe would be a great combo with the amount of attacking you're doing. Lastly, while I love Olivia Voldaren as much as the next guy, she requires an immense amount of mana to get going, and I feel like if you take her out, you can also get rid of Lash of Thorns, which both streamlines the deck and allows you to add in other cards and some removal in the mainboard. Hope this helps!

lagotripha on Weird Paradise

9 months ago

Cerulean wisps is mana positive in the combo - it untaps coil twice (coil trigger, tap for mana, celerian resolves, tap for mana). Fists of flame helps keep the damage reliable enough that slip has only a minor upside. Personally, I've run a couple red cantrips instead of the green - Expedite and Crimson Wisps are good when you find yourself needing to combo on turn three, but the increased power is also a consideration.

Personally I'm a fan of Tainted Strike or Assault Strobe - halving the 'count to twenty' is a major reliability improvment, while casting both with coil on the field means you need to find just three more power to win.

I'd give a little thought to Simian Spirit Guide- Its a decent one-shot mountain which can make this a turn one combo, while still not gumming up the hand too much.

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