Assault Suit

Assault Suit

Artifact — Equipment

Equipped creature gets +2/+2, has haste, can't attack you or a planeswalker you control, and can't be sacrificed.

At the beginning of each opponent's upkeep, you may have that player gain control of equipped creature until end of turn. If you do, untap it.

Equip

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Legality

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

Assault Suit occurrence in decks from the last year

Latest Decks as Commander

Assault Suit Discussion

corndiggitydog on Rograkh, Son of Keleth!

1 day ago

Some suggestions

This will give you a better chance at having a more explosive start.

RambIe on New deck

1 month ago

enpc your correct he did take damage as well, but he hit first so he got a lead on life totals
TheDarkPlague the controller does not take damage from Kediss, Emberclaw Familiar but its owner does when the control is passed around the table becouse of Assault Suit

over all that play was not game ending, but it was insane enough to be worthy of mentioning

RambIe on New deck

1 month ago

Last Saturday's game got nasty when he attached Bloodthirsty Blade, Assault Suit, & Colossus Hammer to Kediss, Emberclaw Familiar

1empyrean on Scouts for the Empyrean Squadron

2 months ago

Well Epicurus, you took the time to comment and at least think about what the deck is doing, so its fine if this is out of your element. I'm really looking for outside perspectives and weird ideas more than help with combos anyways.

I have a bunch of weird little interactions in the deck that probably aren't clear to a lot of players, and fundamentally, the goal of the deck is to get extra combat steps to trigger Ardenn and untap Alena.

You mention boros lacking tutors, but I am using Citanul Flute (creatures), Burnished Hart (land), Boonweaver Giant (auras), Stonehewer Giant (equipment), Sunforger (instants), and Enlightened Tutor (artifacts/enchantments).

As for ways to spend the mana, Captivating Crew is a really fun one especially with Lunarch Mantle. There is also Cavalier of Flame. I might find a few more, but activated abilities on creatures trump burn spells for this deck.

I did consider those creatures that have more power than their cost, but that just wasn't the direction I ended up taking. I also considered using Assault Suit and keeping those creatures around. I might try that idea out eventually, because Ardenn + Suit is funny. I think Kaldheim is going to have a bunch of stuff that will change this deck a lot, so I'll have a bunch of new things to try.

Daedalus19876 on To Drown the World in Death: Araumi EDH [PRIMER]

2 months ago

gdm1989: I have, yeah! But honestly, this deck doesn't need my commander much -- I win frequently without her, via other loops involving reanimation cycles with Wake the Dead and similar cards. Also, Blade of Selves exiles the tokens at end of combat, which doesn't synergize as well.

VorelNailo: Heh, I like the Assault Suit suggestion. It's a bit too much mana, though -- I tested Discontinuity and Stifle for that role, but I ended up discovering that there just weren't that many creatures I actually wanted to KEEP after encoring them. I'm mostly focussed on the ETB triggers, honestly.

Queso_Fresco: Vorel explained it well -- you have 3 distinct "each opponent loses life equal to life lost this turn" triggers! So if you hit them, first they lose 6 from combat, then 6 from the first trigger, 12 from the second trigger, and 24 from the third trigger! Still, I ended up cutting that synergy alas. Too much mana.

VorelNailo on To Drown the World in Death: Araumi EDH [PRIMER]

2 months ago

Pulling a fun synergy out of my friend's Feldon of the Third Path deck: what about Assault Suit?

Also, Queso_Fresco, the way the doubling works is that, at the beginning of the end step, three triggers (one from each archfiend) will go on the stack. The first one checks how much life each opponent has lost this turn (6 so far), and then makes them lose that much again. The second trigger looks at how much life each opponent has lost (now it's 12, because it counts the initial combat damage and the first trigger) and makes them lose 12. The third trigger checks, sees that each opponent has lost 24 life, and makes them lose another 24. That's 6 (from the first trigger) + 12 (second trigger) + 24 (third trigger) life lost.

It is kind of confusing how the abilities recheck each time, but it makes for some very fun synergies.

king-saproling on The Curse of Ardenn and Ludevic

2 months ago

Captivating Glance seems like it'd be very good here, as the control effect continues to apply even after the glance moves to something else. Custody Battle works similarly. And Fractured Loyalty, which is particularly strong because you can target the enchanted creature with Ardenn's ability to get the creature, then later move fractured loyalty to something else with Ardenn's ability and repeat the process to gain multiple creatures over time.

These might interest you too: Captain's Hook (attach to opp's creature using Ardenn, then pass it along to keep destroying dudes), Assault Suit, Infectious Rage, Steam Vines, Shifting Shadow, Spirit Link, Aurelia, the Warleader, Spark Double, Copy Enchantment, Clever Impersonator

VorelNailo on Blim's Comedy Hour

3 months ago

In my playgroup we all live in fear of the Dimir player who has a random Tainted Strike and has killed many of us with it; especially in conjunction with Assault Suit and goad effects.....

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