Deck #11246
Basic Land Style
This deck has been finalized.
- Abstergo Entertainment
- Achilles Davenport
- Altaïr Ibn-La'Ahad
- Arbaaz Mir
- Arcane Sanctum
- Arcane Signet
- Archway Commons
- Arno Dorian
- Aveline de Grandpré
- Aya of Alexandria
- Basim Ibn Ishaq
- Bayek of Siwa
- Blackblade Reforged
- Brass Knuckles
- Bronze Sword
- Brotherhood Ambushers
- Brotherhood Headquarters
- Bureau Headmaster
- Caduceus, Staff of Hermes
- Callidus Assassin
- Cavern of Souls
- Chromatic Lantern
- City of Brass
- Command Tower
- Crumbling Necropolis
- Deadeye Duelist
- Demonic Tutor
- Desmond Miles
- Edward Kenway
- Eivor, Battle-Ready
- Eivor, Wolf-Kissed
- Enlightened Tutor
- Evie Frye
- Exotic Orchard
- Ezio Auditore da Firenze
- Ezio, Blade of Vengeance
- Frontier Bivouac
- Glimmervoid
- Hidden Blade
- Hired Poisoner
- Holdout Settlement
- Hookblade
- Hunter's Bow
- Idyllic Tutor
- Indatha Triome
- Jacob Frye
- Jetmir's Garden
- Jungle Shrine
- Kassandra, Eagle Bearer
- Ketria Triome
- Layla Hassan
- Leyline of the Guildpact
- Lightning Greaves
- Lydia Frye
- Massacre Girl, Known Killer
- Midnight Assassin
- Mystic Monastery
- Nomad Outpost
- Opulent Palace
- Phantom Blade
- Poison-Blade Mentor
- Profane Tutor
- Public Thoroughfare
- Queen Marchesa
- Raffine's Tower
- Ramses, Assassin Lord
- Ratonhnhaké꞉ton
- Raugrin Triome
- Reflecting Pool
- Reliquary Tower
- Roshan, Hidden Magister
- Rupture Spire
- Sandsteppe Citadel
- Savage Lands
- Savai Triome
- Seaside Citadel
- Shaun & Rebecca, Agents
- Smothering Tithe
- Sol Ring
- Spara's Headquarters
- Spelunking
- Sword of Body and Mind
- Sword of Feast and Famine
- Sword of Fire and Ice
- Sword of Forge and Frontier
- Sword of Hearth and Home
- Sword of Kaldra
- Sword of Light and Shadow
- Sword of Once and Future
- Sword of Sinew and Steel
- Sword of Truth and Justice
- Sword of Vengeance
- Sword of War and Peace
- Sword of Wealth and Power
- Sylvan Tutor
- Treva's Ruins
- Worldly Tutor
- Xander's Lounge
- Zagoth Triome
- Ziatora's Proving Ground
- Akroma's Memorial
- Smothering Tithe
- Sylvan Tutor
- Enlightened Tutor
- Rhystic Study
- Elesh Norn, Grand Cenobite
- Garruk Wildspeaker
- Demonic Tutor
: Add .
, : Add one mana of any color.
, , Exile Abstergo Entertainment: Return up to one target historic card from your graveyard to your hand, then exile all graveyards. (Artifacts, legendaries, and Sagas are historic.)
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Freerunning (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.)
Menace (This creature can't be blocked except by two or more creatures.)
Other Assassins you control get +1/+1.
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First strike
Whenever Altaïr Ibn-La'Ahad attacks, exile up to one target Assassin creature card from your graveyard with a memory counter on it. Then for each creature card you own in exile with a memory counter on it, create a tapped and attacking token that's a copy of it. Exile those tokens at end of combat.
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Whenever Arbaaz Mir or another nontoken historic permanent you control enters, Arbaaz Mir deals 1 damage to each opponent and you gain 1 life. (Artifacts, legendaries, and Sagas are historic.)
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Arcane Sanctum enters the battlefield tapped.
: Add , , or .
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: Add one mana of any color in your commander's color identity.
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Archway Commons enters the battlefield tapped.
When Archway Commons enters the battlefield, sacrifice it unless you pay .
: Add one mana of any color.
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Deathtouch
Other Assassins you control get +2/+0.
Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
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Deathtouch
Whenever a creature you control with deathtouch deals combat damage to a player, put that many +1/+1 counters on that creature.
Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
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Menace, lifelink
Whenever a historic creature you control deals combat damage to a player, create a 1/1 black Assassin creature token with menace. (Artifacts, legendaries, and Sagas are historic.)
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Whenever you cast a historic spell, draw a card. Basim Ibn Ishaq can't be blocked this turn. This ability triggers only once each turn. (Artifacts, legendaries, and Sagas are historic.)
Whenever Basim Ibn Ishaq deals combat damage to a player, put a +1/+1 counter on it.
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Double strike
During your turn, other historic creatures you control have double strike.
Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
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Equipped creature gets +1/+1 for each land you control.
Equip legendary creature
Equip
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When you cast this spell, copy it. (The copy becomes a token.)
Equipped creature has double strike as long as two or more Equipment are attached to it.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Equipped creature gets +2/+0.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Freerunning (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.)
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: Add .
: Add one mana of any color. Spend this mana only to cast an Assassin spell or a spell that has freerunning, or to activate an ability of an Assassin source.
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Equipment spells you cast cost less to cast.
Equip abilities you activate cost less to activate.
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Equipped creature has lifelink.
As long as you have 30 or more life, equipped creature gets +5/+5 and has indestructible and "Prevent all damage that would be dealt to this creature."
Equip
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Flash
Polymorphine — You may have Callidus Assassin enter the battlefield tapped as a copy of any creature on the battlefield, except it has "When this creature enters the battlefield, destroy up to one other target creature with the same name as this creature."
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As Cavern of Souls enters the battlefield, choose a creature type.
: Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
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Lands you control have " : Add one mana of any color."
: Add one mana of any color.
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Whenever City of Brass becomes tapped, it deals 1 damage to you.
: Add one mana of any color.
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: Add one mana of any color in your commander's color identity.
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Crumbling Necropolis enters the battlefield tapped.
: Add , , or .
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Reach
, : Deadeye Duelist deals 1 damage to target opponent.
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Search your library for a card, put that card into your hand, then shuffle.
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Menace
Desmond Miles gets +1/+0 for each other Assassin you control and each Assassin card in your graveyard.
Whenever Desmond Miles deals combat damage to a player, surveil X, where X is the amount of damage it dealt to that player.
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At the beginning of your end step, create a Treasure token for each tapped Assassin, Pirate, and/or Vehicle you control.
Whenever a Vehicle you control deals combat damage to a player, look at the top card of that player's library, then exile it face down. You may play that card for as long as it remains exiled.
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Vigilance (Attacking doesn't cause this creature to tap.)
Haste (This creature can attack as soon as it comes under your control.)
Whenever Eivor, Battle-Ready attacks, it deals damage equal to the number of Equipment you control to each opponent.
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Trample, haste
Whenever Eivor, Wolf-Kissed deals combat damage to a player, you mill that many cards. You may put a Saga card and/or a land card from among them onto the battlefield.
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Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
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Partner with Jacob Frye (When this creature enters, target player may put Jacob into their hand from their library, then shuffle.)
, : Draw a card, then discard a card. When you discard a creature card this way, target creature you control can't be blocked this turn.
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: Add one mana of any color that a land an opponent controls could produce.
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Menace
Assassin spells you cast have freerunning . (You may cast a spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.)
Whenever Ezio deals combat damage to a player, you may pay if that player has 10 or less life. When you do, that player loses the game.
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Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Whenever an Assassin you control deals combat damage to a player, draw a card.
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Frontier Bivouac enters the battlefield tapped.
: Add , , or .
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At the beginning of the end step, if you control no artifacts, sacrifice Glimmervoid.
: Add one mana of any color.
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Flash
When Hidden Blade enters, attach it to target creature you control. If that creature is an Assassin, it gains deathtouch until end of turn.
Equipped creature gets +1/+0 and has first strike.
Equip
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Deathtouch
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: Add . ( represents colorless mana.)
, Tap an untapped creature you control: Add one mana of any color.
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When Hookblade enters, attach it to target creature you control.
Equipped creature gets +1/+0.
During your turn, equipped creature has flying.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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When Hunter's Bow enters, attach it to target creature you control. That creature deals damage equal to its power to up to one target creature you don't control.
Equipped creature has reach and ward .
Equip
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Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
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( : Add , , or .)
Indatha Triome enters the battlefield tapped.
Cycling ( , Discard this card: Draw a card.)
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Partner with Evie Frye (When this creature enters, target player may put Evie into their hand from their library, then shuffle.)
Whenever one or more Assassins you control deal combat damage to a player, exile up to one target Assassin card or card with freerunning from your graveyard. If you do, copy it. You may cast the copy.
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( : Add , , or .)
Jetmir's Garden enters the battlefield tapped.
Cycling ( , Discard this card: Draw a card.)
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Jungle Shrine enters the battlefield tapped.
: Add , , or .
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Haste
When Kassandra enters, search your graveyard, hand, and library for a card named The Spear of Leonidas, put it onto the battlefield, then shuffle.
Whenever a creature you control with a legendary Equipment attached to it deals combat damage to a player, draw a card.
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( : Add , , or .)
Ketria Triome enters the battlefield tapped.
Cycling ( , Discard this card: Draw a card.)
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First strike
When Layla Hassan enters and whenever one or more Assassins you control deal combat damage to a player, return target historic card from your graveyard to your hand.
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If Leyline of the Guildpact is in your opening hand, you may begin the game with it on the battlefield.
Each nonland permanent you control is all colors.
Lands you control are every basic land type in addition to their other types.
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Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
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Lydia Frye can't be blocked by creatures with power 3 or greater.
At the beginning of your end step, surveil X, where X is the number of tapped Assassins you control. (Look at the top X cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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Menace
Creatures you control have wither. (They deal damage to creatures in the form of -1/-1 counters.)
Whenever a creature an opponent controls dies, if its toughness was less than 1, draw a card.
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Flying, deathtouch
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Mystic Monastery enters the battlefield tapped.
: Add , , or .
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Nomad Outpost enters the battlefield tapped.
: Add , , or .
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Opulent Palace enters the battlefield tapped.
: Add , , or .
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When Phantom Blade enters, attach it to up to one target creature you control. Destroy up to one other target creature.
Equipped creature gets +1/+1 and has menace. (It can't be blocked except by two or more creatures.)
Equip
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Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Whenever Poison-Blade Mentor attacks, another target Assassin you control gains deathtouch until end of turn.
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Suspend 2— (Rather than cast this card from your hand, pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost.)
Search your library for a card, put that card into your hand, then shuffle.
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Public Thoroughfare enters the battlefield tapped.
When Public Thoroughfare enters the battlefield, sacrifice it unless you tap an untapped artifact or land you control.
: Add one mana of any color.
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Deathtouch, haste
When Queen Marchesa enters the battlefield, you become the monarch.
At the beginning of your upkeep, if an opponent is the monarch, create a 1/1 black Assassin creature token with deathtouch and haste.
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( : Add , , or .)
Raffine's Tower enters the battlefield tapped.
Cycling ( , Discard this card: Draw a card.)
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Deathtouch
Other Assassins you control get +1/+1.
Whenever a player loses the game, if they were attacked this turn by an Assassin you controlled, you win the game.
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As long as Ratonhnhaké꞉ton hasn't dealt damage yet, it has hexproof and can't be blocked.
Whenever Ratonhnhaké꞉ton deals combat damage to a player, create a 1/1 black Assassin creature token with menace. When you do, return target Equipment card from your graveyard to the battlefield, then attach it to that token.
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( : Add , , or .)
Raugrin Triome enters the battlefield tapped.
Cycling ( , Discard this card: Draw a card.)
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: Add one mana of any type that a land you control could produce.
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You have no maximum hand size.
: Add .
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Other creatures you control are Assassins in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
Face-down creatures you control have menace.
Whenever a permanent you control is turned face up, you draw a card and you lose 1 life.
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Rupture Spire enters the battlefield tapped.
When Rupture Spire enters the battlefield, sacrifice it unless you pay .
: Add one mana of any color.
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Sandsteppe Citadel enters the battlefield tapped.
: Add , , or .
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Savage Lands enters the battlefield tapped.
: Add , , or .
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( : Add , , or .)
Savai Triome enters the battlefield tapped.
Cycling ( , Discard this card: Draw a card.)
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Seaside Citadel enters the battlefield tapped.
: Add , , or .
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Vigilance
When Shaun & Rebecca, Agents enters, search your graveyard, hand, and library for a card named The Animus and put it onto the battlefield, then shuffle.
: Add . When you do, mill two cards.
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Whenever an opponent draws a card, that player may pay . If the player doesn't, you create a Treasure token. (It's an artifact with " , Sacrifice this artifact: Add one mana of any color.")
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: Add .
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( : Add , , or .)
Spara's Headquarters enters the battlefield tapped.
Cycling ( , Discard this card: Draw a card.)
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When Spelunking enters the battlefield, draw a card, then you may put a land card from your hand onto the battlefield. If you put a Cave onto the battlefield this way, you gain 4 life.
Lands you control enter the battlefield untapped.
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Equipped creature gets +2/+2 and has protection from green and from blue.
Whenever equipped creature deals combat damage to a player, you create a 2/2 green Wolf creature token and that player mills ten cards.
Equip
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Equipped creature gets +2/+2 and has protection from black and from green.
Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control.
Equip
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Equipped creature gets +2/+2 and has protection from red and from blue.
Whenever equipped creature deals combat damage to a player, Sword of Fire and Ice deals 2 damage to any target and you draw a card.
Equip
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Equipped creature gets +2/+2 and has protection from red and from green.
Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn.
Equip
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Equipped creature gets +2/+2 and has protection from green and from white.
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.
Equip
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Equipped creature gets +5/+5.
Whenever equipped creature deals damage to a creature, exile that creature. (Exile it only if it's still on the battlefield.)
Equip ( : Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
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Equipped creature gets +2/+2 and has protection from white and from black.
Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand.
Equip
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Equipped creature gets +2/+2 and has protection from blue and from black.
Whenever equipped creature deals combat damage to a player, surveil 2. Then you may cast an instant or sorcery spell with mana value 2 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
Equip
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Equipped creature gets +2/+2 and has protection from black and from red.
Whenever equipped creature deals combat damage to a player, destroy up to one target planeswalker and up to one target artifact.
Equip
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Equipped creature gets +2/+2 and has protection from white and from blue.
Whenever equipped creature deals combat damage to a player, put a +1/+1 counter on a creature you control, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Equip
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Equipped creature gets +2/+0 and has first strike, vigilance, trample, and haste.
Equip
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Equipped creature gets +2/+2 and has protection from red and from white.
Whenever equipped creature deals combat damage to a player, Sword of War and Peace deals damage to that player equal to the number of cards in their hand and you gain 1 life for each card in your hand.
Equip
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Equipped creature gets +2/+2 and has protection from instants and from sorceries.
Whenever equipped creature deals combat damage to a player, create a Treasure token. When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Equip
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Search your library for a creature card, reveal it, then shuffle and put that card on top.
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When Treva's Ruins enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
: Add , , or .
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Search your library for a creature card, reveal it, then shuffle and put the card on top.
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( : Add , , or .)
Xander's Lounge enters the battlefield tapped.
Cycling ( , Discard this card: Draw a card.)
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( : Add , , or .)
Zagoth Triome enters the battlefield tapped.
Cycling ( , Discard this card: Draw a card.)
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( : Add , , or .)
Ziatora's Proving Ground enters the battlefield tapped.
Cycling ( , Discard this card: Draw a card.)
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Creatures you control have flying, first strike, vigilance, trample, haste, and protection from black and from red.
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Whenever an opponent draws a card, that player may pay . If the player doesn't, you create a Treasure token. (It's an artifact with " , Sacrifice this artifact: Add one mana of any color.")
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Search your library for a creature card, reveal it, then shuffle and put that card on top.
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Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
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Whenever an opponent casts a spell, you may draw a card unless that player pays .
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Vigilance
Other creatures you control get +2/+2.
Creatures your opponents control get -2/-2.
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+1 Untap two target lands.
-1 Create a 3/3 green Beast creature token.
-4 Creatures you control get +3/+3 and gain trample until end of turn.
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Search your library for a card, put that card into your hand, then shuffle.
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