Target creature gains double strike until end of turn. (It deals both first strike and regular combat damage.)
Printings View all
|Scars of Mirrodin (SOM)||Common|
Combos Browse all
- Assault Strobe + Groundswell
- Assault Strobe + Goblin Tunneler
- Assault Strobe + Groundswell + Mountain
- Assault Strobe + Tainted Strike
|Commander / EDH||Legal|
Assault Strobe occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Assault Strobe Discussion
2 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!
2 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.
3 months ago
Looks pretty good, only a few suggestions.
More ramp. Zurgo on turn 4 is a million times better than Zurgo on turn 5. And since you're running only 33 lands. Arcane Signet Rakdos Signet Talisman of Indulgence Mind Stone will round out your ramp package.
I'd add Giver of Runes to help make Zurgo unblockable or just protect him when that's not needed.
Remember a key concept of voltron: only 3 numbers matter. 7, 11, and 21. Three hit clock, two hit clock, one hit clock. Zurgo is 7 power. If your equipment aren't making Zurgos power 11, They aren't helping. I personally think Doublecleave effects are better than equips for Zurgo. Duelist's Heritage or Assault Strobe.
- Syr Gwyn, Hero of Ashvale
- Moonlight Bargain
- Sublime Archangel
- Monastery Mentor
- Shatter the Sky
4 months ago
6 months ago
8 months ago
personally id go with Apostle's Blessing it can be used anytime, because flash with instant, and when you do swing you pay 2 life and use that neutral unspent mana, and name a color of a possible chump blocker, rendering it useless. Mutagenic Growth is a good secondary option but is more limited, mechanically, yet is easier to use because it technically doesnt need mana to cast. if after some play testing you find that most of your combo cannot be pulled off before turn 3, which is likely, I'd run Assault Strobe which would allow you to kill the chump blockers that dont have first strike and then swing again right away for another 10.
go 4 Apostle's Blessing and 4 Assault Strobe under the assumption that you wont have the perfect hand, and a mulligan draw already fucks your opportunity for for a turn 2 victory. reduce flamekin harbinger by 2, its only a tutor. Manalith isnt really working for what you are trying for too. Browbeat gives your opponent choice, near the end, where depending on what pieces you do have out, determine if they should take the punch in the face or to give you more cards to let you punch them in the face with, and doesnt really work for you with this type of deck. build your deck online and playtest it to your liking.
8 months ago
this deck is impossible to win on turn 2, its a shame. because once your opponent realized how much is sunk into the combo, you are pooched. Mutagenic Growth can save your critical pieces from many red removal spells at the minor cost of life and cards like Groundswell or Phytoburst can make your brightheart or smokescreener a valuable tool to finish the job with fling, if you chose to splash dual color lands like Rootbound Crag or Stomping Ground Apostle's Blessing like mutagenic growth can work to protect your critical pieces, and can ensure your nova chaser stays alive from a 2/1 blocker on turn 2. Assault Strobe is another goodie to protect your nova chaser thanks to that double strike damage