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Following the Rogue path and onto one of its subclasses. Assassins are badass too, why not make a deck for one. Plus, assassins are also one of my favorite classes in RPG games. Defeating your target before they had a chance. I like that.
Short Description: Tap creatures ~> destroy themEnter Battlefield ~> Destroy them (applies to when a specific creature card enters the battle field, and applies to an instant within the deck)No creatures ~> AttackArgentum Armor ~> Put them out of their miseryVictory ~> LaughDetailed Description: This deck is focused on destroying your opponent's creatures, allowing you to attack freely. Unfortunately all of these assassins are rather weak in power, so that's why Argentum Armor is thrown in there, so you can get a stronger hit in, with the added benefit of eliminating a permanent. This is a pretty cheap mana cost deck, SO, Isochron Scepter and the three (2-mana cost) instants have all strategic uses. 1) Blustersquall will tap a creature and Royal assassin destroys it.2) Cradle to Grave allows you to destroy a creature when it enters. 3) Veil of Secrecy can put you in a safe position for attacking. Now to address the sorcery cards.Asphyxiate should only be used on a creature with vigilance, or a creature that is causing a lot of hassle for you. It's a failsafe of sorts I think. Ruinous Path is really just for planeswalkers. In the sideboard there is Life's Finale, so if you'd rather play on the chance your opponent doesn't have planeswalker, I'd suggest having this in the chance you're in a not-so-lovely-situation. Alternatively, "In Garruk's Wake" is another. But it is 9 mana, and rather a late game card. If you want to prepare against a life gain deck, use Tainted Remedy (enchantment) and Devour Flesh (instant). That way they lose it instead of gaining, and you can get the added benefit of letting them lose a card and gain-lose some life.
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