: Remove target attacking creature you control from combat and untap it. (If you activate during end of combat, the creature will untap after it deals combat damage.)
The Hidden Ones were disciplined and patient, always waiting for the perfect moment to strike down their target and escape unnoticed.
When this enchantment enters, exile all graveyards.
If a card or token would be put into a graveyard from anywhere, exile it instead.
"Requiescat in pace."
—Ezio Auditore
Flying, vigilance
, Exile Senu: You gain 2 life and scry 2.
When a legendary creature you control attacks and isn't blocked, if this card is exiled, put it onto the battlefield attacking.
"Be my eyes, Senu!"
—Bayek of Siwa
When this creature enters, choose one —
• Tax — Until your next turn, spells your opponents cast cost more to cast.
• Arrest — Detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Few things in this world are as certain.
Vigilance
, Tap five untapped attacking creatures you control named Templar Knight: Search your library for a legendary artifact card, put it onto the battlefield, then shuffle.
A deck can have any number of cards named Templar Knight.
Choose one —
• Let the World Burn — Destroy all artifacts and creatures.
• Release Juno — Return target historic permanent card from your graveyard to the battlefield. It enters with two additional +1/+1 counters on it if it's a creature. (Artifacts, legendaries, and Sagas are historic.)
When this Equipment enters, attach it to up to one target creature you control. Tap all creatures target opponent controls.
Equipped creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, draw a card, then discard a card."
Equip
Exile target nontoken creature you own and the top two cards of your library in a face-down pile, shuffle that pile, then cloak those cards. They enter tapped. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward . Turn it face up any time for its mana cost if it's a creature card.)
"Walk among the scholars—they're allowed into areas you would be denied."
—Rafiq Kadar
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
"Mighty kind of these fellows to keep our riches safe for us. Let's go thank 'em properly!"
—Edward "Blackbeard" Thatch
You may look at the top card of your library any time.
You may play historic lands and cast historic spells from the top of your library. (Artifacts, legendaries, and Sagas are historic.)
: Add .
The device can spy on anyone with just a drop of their blood.
Return each nonland permanent that's not historic to its owner's hand. (Artifacts, legendaries, and Sagas are historic.)
History cannot be changed, and the Animus is not kind to those who try.
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.)
Draw three cards.
No mark remains hidden and no secret can be kept from an Assassin possessed of this unique gift.
Freerunning—Return a blue creature you control to its owner's hand. (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.)
Return target creature to its owner's hand.
Draw a card.
"They never learn to check the corners."
—Evie Frye
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.
"For every mission, there is a right way and a wrong way. Barging thoughtlessly into combat is, more often than not, the latter."
: Until end of turn, Thopters you control have base power and toughness X/X, where X is the number of cards in your hand.
, : Draw a card, then discard a card. If the discarded card was an artifact card, exile it from your graveyard. If you do, create a token that's a copy of it, except it's a 0/2 Thopter artifact creature with flying in addition to its other types.
Vigilance
When this creature enters, you may search your library for an artifact card, reveal it, then shuffle. Put that card into your hand if you control an Assassin. Otherwise, put that card on top of your library.
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
"So long as men retain free will, there can be no peace."
—Al Mualim, to Altaïr
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Take an extra turn after this one. Exile Temporal Trespass.
"I do not wish to speak with you, but through you. You are the prophet. You've played your part."
—Minerva
: This creature gains your choice of flying, deathtouch, or lifelink until end of turn.
"For a secret brotherhood, you certainly do get a lot of new recruits."
—Leonardo, to Ezio
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
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.)
Destroy target creature. If another creature died this turn, draw a card.
"Who needs stealth when there's no one left to raise the alarm?"
—Jacob Frye
As this enchantment enters, choose a creature type.
Creatures you control are the chosen type. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
"Those who don't stand with us, stand against us."
—Deimos
As this enchantment enters, choose a creature type.
Creatures of the chosen type have fear. (They can't be blocked except by artifact creatures and/or black creatures.)
An Assassin has no weapon as deadly and no ally as dependable as the shroud of night.
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.
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.
"We work in the dark to serve the light. We are Assassins."
Destroy target creature if it has mana value 2 or less.
Revolt — Destroy that creature if it has mana value 4 or less instead if a permanent left the battlefield under your control this turn.
"Then I leave you in the hands of fate."
—Ezio Auditore
Destroy target nonartifact creature.
Ratonhnhaké꞉ton's blade found its mark, putting an end to the desperate struggle between father and son.
When this artifact enters, you draw a card and you lose 1 life.
, , Sacrifice this artifact: Each equipped creature and Equipment you control gains deathtouch until end of turn.
Just what the doctor ordered.
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.
"Toss me my brass knuckles and point me to a good brawl."
Destroy target creature.
"Before our final act, I would like to toast all you brave people who joined us tonight to celebrate life . . . and death."
—Maxwell Roth
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.)
Look at the top two cards of target opponent's library and exile those cards face down. You may play those cards for as long as they remain exiled, and mana of any type can be spent to cast them. Create a Treasure token.
"Thank you for your contribution to the cause."
When this Equipment 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
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.)
Return target creature card from your graveyard to the battlefield.
In the Animus, death is only a temporary setback.
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.
: Destroy target tapped creature.
"There have always been people who lust for power and control. And there have always been people who oppose them."
—Darius, to Kassandra
Trample
Alexios attacks each combat if able, can't be sacrificed, and can't attack its owner.
At the beginning of each player's upkeep, that player gains control of Alexios, untaps it, and puts a +1/+1 counter on it. It gains haste until end of turn.
As an additional cost to cast this spell, discard two cards.
Draw three cards.
"We have done good."
—Aya of Alexandria
Flash
When this Equipment enters, attach it to target creature you control. That creature gains first strike until end of turn.
Equipped creature gets +1/+0 and has haste.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
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.)
Exile the top two cards of your library. If this spell's freerunning cost was paid, exile the top X cards of your library instead. You may play the exiled cards until the end of your next turn.
"If they didn't want it stolen, they should have left more guards."
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.)
Untap all creatures you control that attacked this turn. If it's your main phase, there is an additional combat phase after this phase, followed by an additional main phase.
"Anubis awaits you."
—Bayek of Siwa
Whenever equipped creature attacks, choose one —
• Bull Rush — It gains double strike until end of turn.
• Summon — Create Phobos, a legendary 3/2 red Horse creature token.
• Revelation — Discard two cards, then draw two cards.
Equip
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.)
"Commit injustice in this world, and I'll send you to the next."
When this Equipment 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
Not all glory is won with an axe.
Reach
Whenever a creature with flying attacks you or a planeswalker you control, this creature deals damage equal to its power to that creature.
"Ma cosa?! Shoot! Shoot the flying demon!"
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.)
Search your library for up to three basic land cards and reveal them. Put two of them onto the battlefield tapped and the other into your hand, then shuffle.
Most Assassins agree, it's a killer view.
When Adéwalé enters, reveal the top six cards of your library. Put an Assassin, Pirate, or Vehicle card from among them into your hand and the rest on the bottom of your library in a random order.
Whenever a Vehicle you control deals combat damage to a player, you may return this card from your graveyard to your hand.
First strike
Whenever Altaïr 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.
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.)
"Until you have found a cause worth fighting for, you cannot know what you will sacrifice for it."
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.)
"The Creed is a warning. Ideals too easily give way to dogma. Dogma becomes fanaticism."
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
"A merry life and a short one, as promised. How well I know myself."
—Bartholomew "Black Bart" Roberts
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.)
". . . and our blades shall never tire."
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.
Haunted by memories he never had, of a family that was never his.
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.)
"Our will never rests . . ."
At the beginning of combat on your turn, creatures you control gain flying until end of turn if a creature card in your graveyard has flying. The same is true for first strike, double strike, deathtouch, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.
"What is a man but the sum of his memories? We are the stories we live! The tales we tell ourselves!"
—Clay Kaczmarek
Allies — At the beginning of your end step, put a +1/+1 counter on each of up to two other target legendary creatures.
Betrayal — Whenever a legendary creature with counters on it dies, draw a card for each counter on it. You lose 2 life.
"Know thy enemies as thy kin."
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.
Trample, haste
Whenever Eivor 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.
"My destiny is mine to weave."
Whenever Ezio attacks, put a +1/+1 counter on it.
As long as Ezio has two or more counters on it, it has first strike and is an Assassin in addition to its other types.
"When I was a young man, I had liberty but I did not see it. I had time, but I did not know it. And I had love, but I did not feel it."
Havi has indestructible as long as there are four or more historic cards in your graveyard. (Artifacts, legendaries, and Sagas are historic.)
Sage Project — Whenever Havi or another legendary creature you control dies, return target legendary creature card with lesser mana value from your graveyard to the battlefield tapped.
Protection from Assassins
Other Knights you control get +2/+2 and have protection from Assassins.
When Haytham Kenway enters, for each opponent, exile up to one target creature that player controls until Haytham Kenway leaves the battlefield.