Assassin's Creed
Those Who Came Before — This spell costs {1} less to cast for each historic card in your graveyard. (Artifacts, legendaries, and Sagas are historic.) Exile any number of historic cards from your graveyard with total mana value 30 or greater: You get an emblem with "Creatures you control have base power and toughness 9/9."
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 {W}{W}
Freerunning {1}{W} (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.) Create three 1/1 white Human Rogue creature tokens.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You and target opponent each draw two cards. II — Exile target artifact an opponent controls. III — Each player chooses three nonland permanents they control. Destroy all other nonland permanents.
{2}, {T}: Target creature you control phases out. (Treat it and anything attached to it as though they don't exist until your next turn.)
When this Equipment enters, attach it to target creature you control. Equipped creature gets +1/+0. During your turn, equipped creature has flying. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
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.
Flying, vigilance {T}, 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.
When this creature enters, choose one — • Tax — Until your next turn, spells your opponents cast cost {1} 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.)
Vigilance {W}, 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 {2}
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Mill three cards. You may put a historic card from among them into your hand. (Artifacts, legendaries, and Sagas are historic.) IV — Historic spells you cast this turn cost {2} less to cast.
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 {2}. Turn it face up any time for its mana cost if it's a creature card.)
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.) {T}: Add {U}.
Return each nonland permanent that's not historic to its owner's hand. (Artifacts, legendaries, and Sagas are historic.)
Freerunning {1}{U} (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.
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.
Partner with Jacob Frye (When this creature enters, target player may put Jacob into their hand from their library, then shuffle.) {1}, {T}: 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.
{3}{U}{U}: Until end of turn, Thopters you control have base power and toughness X/X, where X is the number of cards in your hand. {2}{U}, {T}: 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.
{1}: This creature gains your choice of flying, deathtouch, or lifelink until end of turn.
Freerunning {1}{B} (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.
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 {B}{B}. (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 {W}{U}{B}{R}{G} if that player has 10 or less life. When you do, that player loses the game.
When this artifact enters, you draw a card and you lose 1 life. {B}, {T}, Sacrifice this artifact: Each equipped creature and Equipment you control gains deathtouch until end of turn.
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.
Freerunning {1}{B} (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.
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 {2}
Freerunning {1}{B} (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.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy target tapped creature an opponent controls. II — Whenever an Assassin you control attacks this turn, put a +1/+1 counter on it. III — Return target Assassin creature card from your graveyard to the battlefield with an additional +1/+1 counter on it.
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.
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.
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 {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Freerunning {X}{R} (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.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — This Saga deals 4 damage to any target. II — Create two 1/1 black Assassin creature tokens with menace. III — Whenever an Assassin you control attacks this turn, create a 1/1 black Assassin creature token with menace that's tapped and attacking.
Freerunning {2}{R} (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.
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 {2}
(As this Saga enters and after your draw step, add a lore counter.) I — Exile a permanent card from your graveyard. You gain life equal to its mana value. II — Put a number of +1/+1 counters on target creature you control equal to the mana value of the exiled card. III — Return this Saga and the exiled card to their owner's hand.
Deathtouch Whenever a creature you control with deathtouch deals combat damage to a player, put that many +1/+1 counters on that creature. Disguise {B}{G} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.)
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 {2}. Equip {1}
Reach Whenever a creature with flying attacks you or a planeswalker you control, this creature deals damage equal to its power to that creature.
Freerunning {2}{G} (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.
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.)
Deathtouch Other Assassins you control get +2/+0. Disguise {B}{R} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.)
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.)
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.
Double strike During your turn, other historic creatures you control have double strike. Disguise {1}{R}{W} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.)
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.
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.
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.
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.
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.
Whenever Jackdaw deals combat damage to a player, you may discard your hand. If you do, draw a card for each artifact you control. Crew 3
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.
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.)
Haste {T}: Draw a card, then discard a card. Whenever you discard an Island, Pirate, or Vehicle card, create a tapped Treasure token.
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.
Leap Strike — During your turn, Shao Jun has flying and first strike. Rope Dart — Tap two untapped artifacts you control: Shao Jun deals 1 damage to each opponent.
Vigilance When Shaun & Rebecca enters, search your graveyard, hand, and library for a card named The Animus and put it onto the battlefield, then shuffle. {T}: Add {C}. When you do, mill two cards.
{1}: Permanents your opponents control lose hexproof, indestructible, protection, shroud, and ward until end of turn. Whenever a creature an opponent controls becomes the target of a spell or ability you control, put a bounty counter on that creature. Whenever a creature with a bounty counter on it dies, put two +1/+1 counters on Shay Cormac.
Vigilance, trample, lifelink Boast — {1}: Put a lore counter on target Saga you control or remove one from it. (Activate only if this creature attacked this turn and only once each turn.) Whenever you put a lore counter on a Saga you control, put a +1/+1 counter on up to one other target creature.
Defender Sokrates has hexproof as long as it's untapped. Sokratic Dialogue — {T}: Until end of turn, target creature gains "If this creature would deal combat damage to a player, prevent that damage. This creature's controller and that player each draw half that many cards, rounded down."
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever Adrestia attacks, if an Assassin crewed it this turn, draw a card. Adrestia becomes an Assassin in addition to its other types until end of turn. Crew 1
At the beginning of your end step, exile up to one target legendary creature card from a graveyard with a memory counter on it. {T}: Until your next turn, target legendary creature you control becomes a copy of target creature card in exile with a memory counter on it. Activate only as a sorcery.
{T}, Pay 4 life, Sacrifice Apple of Eden: Look at target opponent's hand and exile those cards face down. You may play those cards this turn, and mana of any type can be spent to cast them. Until end of turn, whenever you play a land or cast a spell this way, its owner draws a card. At the beginning of the next end step, return the exiled cards to their owner's hand. Activate only as a sorcery.
Equipped creature has ward {2}, is an Assassin in addition to its other types, and can't be blocked. Equip legendary creature {1} Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
This spell costs {X} less to cast, where X is the total mana value of historic permanents you control. (Artifacts, legendaries, and Sagas are historic.) Equipped creature gets +10/+0 and has vigilance. Equip legendary creature {2}
Flash When this Equipment 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 {2}
When Mjölnir enters, attach it to target legendary creature you control. Whenever equipped creature attacks, tap target creature defending player controls and put a stun counter on it. Then Mjölnir deals damage to each opponent equal to the number of tapped creatures that opponent controls. Equip {4}
Flash All creatures have shroud. (They can't be the targets of spells or abilities.) At the beginning of your upkeep, sacrifice this artifact. When you do, target creature you control can't be blocked this turn.
When Staff of Eden enters, put target legendary permanent card not named Staff of Eden, Vault's Key from a graveyard onto the battlefield under your control. {T}: Draw a card for each permanent you control but don't own.
Defender, reach Leap of Faith — {3}: Target creature gains flying until end of turn.
When Yggdrasil enters, exile all creature cards from your graveyard. {T}: Exile the top three cards of your library. {4}, {T}: Put a creature card exiled with Yggdrasil onto the battlefield under your control. It gains haste until end of turn. Activate only as a sorcery.
{T}: Add {C}. {1}, {T}: Add one mana of any color. {3}, {T}, 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.)
{T}: Add {C}. {T}: 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.
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
{0}: 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.)
When this enchantment enters, exile all graveyards. If a card or token would be put into a graveyard from anywhere, exile it instead.
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Take an extra turn after this one. Exile Temporal Trespass.
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.)
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.
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.)
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.
Destroy target nonartifact creature.
Destroy target creature.
{T}: Destroy target tapped creature.
As an additional cost to cast this spell, discard two cards. Draw three cards.
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Destroy target creature or enchantment.
Return up to one target artifact card, up to one target enchantment card, up to one target instant card, up to one target sorcery card, and up to one target planeswalker card from your graveyard to your hand. Exile Reconstruct History.
Destroy target creature. It can't be regenerated.
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 {2}
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 {2}
({T}: Add {W}.)
({T}: Add {W}.)
({T}: Add {U}.)
({T}: Add {U}.)
({T}: Add {B}.)
({T}: Add {B}.)
({T}: Add {R}.)
({T}: Add {R}.)
({T}: Add {G}.)
({T}: Add {G}.)
{T}, Pay 1 life: Add {R} or {W}. {1}, {T}, Sacrifice this land: Draw a card.
{T}, Pay 1 life: Add {U} or {R}. {1}, {T}, Sacrifice this land: Draw a card.
Menace Assassin spells you cast have freerunning {B}{B}. (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 {W}{U}{B}{R}{G} if that player has 10 or less life. When you do, that player loses the game.
{T}, Pay 1 life: Add {B} or {G}. {1}, {T}, Sacrifice this land: Draw a card.
{T}, Pay 1 life: Add {W} or {B}. {1}, {T}, Sacrifice this land: Draw a card.
{T}, Pay 1 life: Add {G} or {U}. {1}, {T}, Sacrifice this land: Draw a card.
Those Who Came Before — This spell costs {1} less to cast for each historic card in your graveyard. (Artifacts, legendaries, and Sagas are historic.) Exile any number of historic cards from your graveyard with total mana value 30 or greater: You get an emblem with "Creatures you control have base power and toughness 9/9."
{3}{U}{U}: Until end of turn, Thopters you control have base power and toughness X/X, where X is the number of cards in your hand. {2}{U}, {T}: 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.
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.
Haste {T}: Draw a card, then discard a card. Whenever you discard an Island, Pirate, or Vehicle card, create a tapped Treasure token.
Defender Sokrates has hexproof as long as it's untapped. Sokratic Dialogue — {T}: Until end of turn, target creature gains "If this creature would deal combat damage to a player, prevent that damage. This creature's controller and that player each draw half that many cards, rounded down."
{T}, Pay 4 life, Sacrifice Apple of Eden: Look at target opponent's hand and exile those cards face down. You may play those cards this turn, and mana of any type can be spent to cast them. Until end of turn, whenever you play a land or cast a spell this way, its owner draws a card. At the beginning of the next end step, return the exiled cards to their owner's hand. Activate only as a sorcery.
When Staff of Eden enters, put target legendary permanent card not named Staff of Eden, Vault's Key from a graveyard onto the battlefield under your control. {T}: Draw a card for each permanent you control but don't own.
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 {2}
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 {2}
When Yggdrasil enters, exile all creature cards from your graveyard. {T}: Exile the top three cards of your library. {4}, {T}: Put a creature card exiled with Yggdrasil onto the battlefield under your control. It gains haste until end of turn. Activate only as a sorcery.
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.
Flying, vigilance {T}, 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.
Partner with Jacob Frye (When this creature enters, target player may put Jacob into their hand from their library, then shuffle.) {1}, {T}: 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.
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 {B}{B}. (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 {W}{U}{B}{R}{G} if that player has 10 or less life. When you do, that player loses the game.
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.
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.
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.
Deathtouch Whenever a creature you control with deathtouch deals combat damage to a player, put that many +1/+1 counters on that creature. Disguise {B}{G} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.)
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.)
Deathtouch Other Assassins you control get +2/+0. Disguise {B}{R} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.)
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.)
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.
Double strike During your turn, other historic creatures you control have double strike. Disguise {1}{R}{W} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.)
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.
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.
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.
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.
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.)
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.
Leap Strike — During your turn, Shao Jun has flying and first strike. Rope Dart — Tap two untapped artifacts you control: Shao Jun deals 1 damage to each opponent.
Vigilance When Shaun & Rebecca enters, search your graveyard, hand, and library for a card named The Animus and put it onto the battlefield, then shuffle. {T}: Add {C}. When you do, mill two cards.
{1}: Permanents your opponents control lose hexproof, indestructible, protection, shroud, and ward until end of turn. Whenever a creature an opponent controls becomes the target of a spell or ability you control, put a bounty counter on that creature. Whenever a creature with a bounty counter on it dies, put two +1/+1 counters on Shay Cormac.
Vigilance, trample, lifelink Boast — {1}: Put a lore counter on target Saga you control or remove one from it. (Activate only if this creature attacked this turn and only once each turn.) Whenever you put a lore counter on a Saga you control, put a +1/+1 counter on up to one other target creature.
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 {W}{W}
When this enchantment enters, exile all graveyards. If a card or token would be put into a graveyard from anywhere, exile it instead.
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.)
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.) {T}: Add {U}.
Return each nonland permanent that's not historic to its owner's hand. (Artifacts, legendaries, and Sagas are historic.)
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Take an extra turn after this one. Exile Temporal Trespass.
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.)
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.
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.)
{T}: Destroy target tapped creature.
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 {2}
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Whenever Jackdaw deals combat damage to a player, you may discard your hand. If you do, draw a card for each artifact you control. Crew 3
At the beginning of your end step, exile up to one target legendary creature card from a graveyard with a memory counter on it. {T}: Until your next turn, target legendary creature you control becomes a copy of target creature card in exile with a memory counter on it. Activate only as a sorcery.
This spell costs {X} less to cast, where X is the total mana value of historic permanents you control. (Artifacts, legendaries, and Sagas are historic.) Equipped creature gets +10/+0 and has vigilance. Equip legendary creature {2}
When Mjölnir enters, attach it to target legendary creature you control. Whenever equipped creature attacks, tap target creature defending player controls and put a stun counter on it. Then Mjölnir deals damage to each opponent equal to the number of tapped creatures that opponent controls. Equip {4}
{T}: Add {C}. {1}, {T}: Add one mana of any color. {3}, {T}, 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.)
Those Who Came Before — This spell costs {1} less to cast for each historic card in your graveyard. (Artifacts, legendaries, and Sagas are historic.) Exile any number of historic cards from your graveyard with total mana value 30 or greater: You get an emblem with "Creatures you control have base power and toughness 9/9."
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 {W}{W}
Freerunning {1}{W} (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.) Create three 1/1 white Human Rogue creature tokens.
{2}, {T}: Target creature you control phases out. (Treat it and anything attached to it as though they don't exist until your next turn.)
When this Equipment enters, attach it to target creature you control. Equipped creature gets +1/+0. During your turn, equipped creature has flying. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
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.
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
{0}: 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.)
When this enchantment enters, exile all graveyards. If a card or token would be put into a graveyard from anywhere, exile it instead.
Flying, vigilance {T}, 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.
When this creature enters, choose one — • Tax — Until your next turn, spells your opponents cast cost {1} 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.)
Vigilance {W}, 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 {2}
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 {2}. Turn it face up any time for its mana cost if it's a creature card.)
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
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.) {T}: Add {U}.
Return each nonland permanent that's not historic to its owner's hand. (Artifacts, legendaries, and Sagas are historic.)
Freerunning {1}{U} (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.
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.
Partner with Jacob Frye (When this creature enters, target player may put Jacob into their hand from their library, then shuffle.) {1}, {T}: 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.
{3}{U}{U}: Until end of turn, Thopters you control have base power and toughness X/X, where X is the number of cards in your hand. {2}{U}, {T}: 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 {2} for each creature they control that's attacking you.
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Take an extra turn after this one. Exile Temporal Trespass.
{1}: This creature gains your choice of flying, deathtouch, or lifelink until end of turn.
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 {1}{B} (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.
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.
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.)
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 {B}{B}. (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 {W}{U}{B}{R}{G} if that player has 10 or less life. When you do, that player loses the game.
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.
Destroy target nonartifact creature.
When this artifact enters, you draw a card and you lose 1 life. {B}, {T}, Sacrifice this artifact: Each equipped creature and Equipment you control gains deathtouch until end of turn.
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.
Destroy target creature.
Freerunning {1}{B} (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.
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 {2}
Freerunning {1}{B} (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.
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.
{T}: Destroy target tapped creature.
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.
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 {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Freerunning {X}{R} (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.
Freerunning {2}{R} (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.
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 {2}
Deathtouch Whenever a creature you control with deathtouch deals combat damage to a player, put that many +1/+1 counters on that creature. Disguise {B}{G} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.)
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 {2}. Equip {1}
Reach Whenever a creature with flying attacks you or a planeswalker you control, this creature deals damage equal to its power to that creature.
Freerunning {2}{G} (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.
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.)
Deathtouch Other Assassins you control get +2/+0. Disguise {B}{R} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.)
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
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.)
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.
Double strike During your turn, other historic creatures you control have double strike. Disguise {1}{R}{W} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.)
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.
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.
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.
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.
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.
Whenever Jackdaw deals combat damage to a player, you may discard your hand. If you do, draw a card for each artifact you control. Crew 3
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.
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.)
Haste {T}: Draw a card, then discard a card. Whenever you discard an Island, Pirate, or Vehicle card, create a tapped Treasure token.
Destroy target creature or enchantment.
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.
Return up to one target artifact card, up to one target enchantment card, up to one target instant card, up to one target sorcery card, and up to one target planeswalker card from your graveyard to your hand. Exile Reconstruct History.
Leap Strike — During your turn, Shao Jun has flying and first strike. Rope Dart — Tap two untapped artifacts you control: Shao Jun deals 1 damage to each opponent.
Vigilance When Shaun & Rebecca enters, search your graveyard, hand, and library for a card named The Animus and put it onto the battlefield, then shuffle. {T}: Add {C}. When you do, mill two cards.
{1}: Permanents your opponents control lose hexproof, indestructible, protection, shroud, and ward until end of turn. Whenever a creature an opponent controls becomes the target of a spell or ability you control, put a bounty counter on that creature. Whenever a creature with a bounty counter on it dies, put two +1/+1 counters on Shay Cormac.
Vigilance, trample, lifelink Boast — {1}: Put a lore counter on target Saga you control or remove one from it. (Activate only if this creature attacked this turn and only once each turn.) Whenever you put a lore counter on a Saga you control, put a +1/+1 counter on up to one other target creature.
Defender Sokrates has hexproof as long as it's untapped. Sokratic Dialogue — {T}: Until end of turn, target creature gains "If this creature would deal combat damage to a player, prevent that damage. This creature's controller and that player each draw half that many cards, rounded down."
| Card | Number | Rarity | Price |
|---|---|---|---|
The Capitoline Triad | 1 | Mythic | $3.47 |
Caduceus, Staff of Hermes | 2 | Rare | $8.83 |
Distract the Guards | 3 | Uncommon | $0.16 |
Fall of the First Civilization | 4 | Uncommon | $0.29 |
Haystack | 5 | Uncommon | $0.36 |
Hookblade | 6 | Uncommon | $0.21 |
Layla Hassan | 7 | Rare | $0.30 |
Senu, Keen-Eyed Protector | 8 | Rare | $0.70 |
Tax Collector | 9 | Uncommon | $0.24 |
Templar Knight | 10 | Uncommon | $2.01 |
What Must Be Done | 11 | Rare | $0.31 |
Assassin Gauntlet | 12 | Uncommon | $0.33 |
Ballad of the Black Flag | 13 | Uncommon | $0.28 |
Become Anonymous | 14 | Uncommon | $0.22 |
Crystal Skull, Isu Spyglass | 15 | Rare | $1.70 |
Desynchronization | 16 | Rare | $4.81 |
Eagle Vision | 17 | Uncommon | $0.30 |
Escape Detection | 18 | Uncommon | $0.19 |
Evie Frye | 19 | Rare | $0.34 |
Leonardo da Vinci | 20 | Mythic | $0.52 |
Loyal Inventor | 21 | Uncommon | $0.23 |
Assassin Initiate | 22 | Uncommon | $0.28 |
Chain Assassination | 23 | Uncommon | $0.22 |
Desmond Miles | 24 | Rare | $0.37 |
Ezio Auditore da Firenze | 25 | Mythic | $2.68 |
Hemlock Vial | 26 | Uncommon | $0.04 |
Jacob Frye | 27 | Rare | $0.28 |
Petty Larceny | 28 | Uncommon | $0.19 |
Phantom Blade | 29 | Uncommon | $0.20 |
Restart Sequence | 30 | Uncommon | $0.31 |
The Revelations of Ezio | 31 | Uncommon | $0.17 |
Roshan, Hidden Magister | 32 | Uncommon | $0.22 |
Alexios, Deimos of Kosmos | 33 | Uncommon | $0.64 |
Hidden Footblade | 34 | Uncommon | $0.24 |
Monastery Raid | 35 | Uncommon | $0.09 |
Origin of the Hidden Ones | 36 | Uncommon | $0.14 |
Overpowering Attack | 37 | Uncommon | $1.21 |
The Spear of Leonidas | 38 | Rare | $1.02 |
The Aesir Escape Valhalla | 39 | Uncommon | $0.27 |
Aveline de Grandpré | 40 | Rare | $0.37 |
Hunter's Bow | 41 | Uncommon | $0.33 |
Palazzo Archers | 42 | Uncommon | $0.12 |
Viewpoint Synchronization | 43 | Uncommon | $0.30 |
Adéwalé, Breaker of Chains | 44 | Uncommon | $0.21 |
Altaïr Ibn-La'Ahad | 45 | Mythic | $1.70 |
Arbaaz Mir | 46 | Uncommon | $0.31 |
Arno Dorian | 47 | Uncommon | $0.21 |
Aya of Alexandria | 48 | Rare | $0.33 |
Basim Ibn Ishaq | 49 | Rare | $2.43 |
Bayek of Siwa | 50 | Rare | $0.44 |
Bleeding Effect | 51 | Uncommon | $0.23 |
Cleopatra, Exiled Pharaoh | 52 | Mythic | $1.15 |
Edward Kenway | 53 | Mythic | $6.68 |
Eivor, Wolf-Kissed | 54 | Mythic | $1.24 |
Ezio, Brash Novice | 55 | Uncommon | $0.14 |
Havi, the All-Father | 56 | Rare | $0.34 |
Haytham Kenway | 57 | Rare | $0.30 |
Jackdaw | 58 | Rare | $0.40 |
Kassandra, Eagle Bearer | 59 | Mythic | $2.99 |
Lydia Frye | 60 | Uncommon | $0.20 |
Mary Read and Anne Bonny | 61 | Rare | $0.45 |
Ratonhnhaké꞉ton | 62 | Rare | $0.35 |
Shao Jun | 63 | Uncommon | $0.16 |
Shaun & Rebecca, Agents | 64 | Rare | $0.19 |
Shay Cormac | 65 | Uncommon | $0.34 |
Sigurd, Jarl of Ravensthorpe | 66 | Rare | $0.44 |
Sokrates, Athenian Teacher | 67 | Rare | $0.44 |
Adrestia | 68 | Uncommon | $0.18 |
The Animus | 69 | Rare | $0.31 |
Apple of Eden, Isu Relic | 70 | Mythic | $0.49 |
Brotherhood Regalia | 71 | Uncommon | $11.82 |
Excalibur, Sword of Eden | 72 | Rare | $14.82 |
Hidden Blade | 73 | Uncommon | $0.26 |
Mjölnir, Storm Hammer | 74 | Rare | $1.88 |
Smoke Bomb | 75 | Uncommon | $0.33 |
Staff of Eden, Vault's Key | 76 | Mythic | $2.44 |
Towering Viewpoint | 77 | Uncommon | $0.22 |
Yggdrasil, Rebirth Engine | 78 | Mythic | $1.21 |
Abstergo Entertainment | 79 | Rare | $2.98 |
Brotherhood Headquarters | 80 | Uncommon | $0.20 |
Path to Exile | 81 | Uncommon | $1.20 |
Reconnaissance | 82 | Uncommon | $5.59 |
Rest in Peace | 83 | Rare | $0.57 |
Coastal Piracy | 84 | Uncommon | $0.47 |
Propaganda | 85 | Uncommon | $2.82 |
Temporal Trespass | 86 | Mythic | $2.07 |
Black Market Connections | 87 | Rare | $15.73 |
Conspiracy | 88 | Rare | $0.37 |
Cover of Darkness | 89 | Rare | $6.07 |
Fatal Push | 90 | Uncommon | $0.34 |
Go for the Throat | 91 | Uncommon | $0.48 |
Murder | 92 | Uncommon | $0.18 |
Royal Assassin | 93 | Rare | $0.47 |
Cathartic Reunion | 94 | Uncommon | $0.17 |
Assassin's Trophy | 95 | Rare | $2.39 |
Mortify | 96 | Uncommon | $0.27 |
Reconstruct History | 97 | Uncommon | $0.28 |
Terminate | 98 | Uncommon | $0.45 |
Sword of Feast and Famine | 99 | Mythic | $35.25 |
Sword of Light and Shadow | 100 | Mythic | $8.27 |
Plains | 101 | Common | $0.22 |
Plains | 102 | Common | $0.30 |
Island | 103 | Common | $0.56 |
Island | 104 | Common | $0.29 |
Swamp | 105 | Common | $0.33 |
Swamp | 106 | Common | $0.32 |
Mountain | 107 | Common | $0.28 |
Mountain | 108 | Common | $0.31 |
Forest | 109 | Common | $0.31 |
Forest | 110 | Common | $0.20 |
Sunbaked Canyon | 111 | Rare | $5.00 |
Fiery Islet | 112 | Rare | $10.19 |
Ezio Auditore da Firenze | 113 | Mythic | $26.70 |
Nurturing Peatland | 114 | Rare | $7.28 |
Silent Clearing | 115 | Rare | $7.00 |
Waterlogged Grove | 116 | Rare | $4.47 |
The Capitoline Triad | 117 | Mythic | $3.86 |
Leonardo da Vinci | 118 | Mythic | $5.21 |
Cleopatra, Exiled Pharaoh | 119 | Mythic | $5.79 |
Mary Read and Anne Bonny | 120 | Rare | $2.71 |
Sokrates, Athenian Teacher | 121 | Rare | $2.26 |
Apple of Eden, Isu Relic | 122 | Mythic | $2.23 |
Staff of Eden, Vault's Key | 123 | Mythic | $4.20 |
Sword of Feast and Famine | 124 | Mythic | $44.47 |
Sword of Light and Shadow | 125 | Mythic | $16.05 |
Yggdrasil, Rebirth Engine | 126 | Mythic | $5.91 |
Layla Hassan | 127 | Rare | $0.67 |
Senu, Keen-Eyed Protector | 128 | Rare | $1.85 |
Evie Frye | 129 | Rare | $1.10 |
Desmond Miles | 130 | Rare | $1.02 |
Ezio Auditore da Firenze | 131 | Mythic | $9.16 |
Jacob Frye | 132 | Rare | $0.89 |
Roshan, Hidden Magister | 133 | Uncommon | $0.21 |
Alexios, Deimos of Kosmos | 134 | Uncommon | $0.36 |
Aveline de Grandpré | 135 | Rare | $0.70 |
Adéwalé, Breaker of Chains | 136 | Uncommon | $0.17 |
Altaïr Ibn-La'Ahad | 137 | Mythic | $6.81 |
Arbaaz Mir | 138 | Uncommon | $0.20 |
Arno Dorian | 139 | Uncommon | $0.13 |
Aya of Alexandria | 140 | Rare | $1.24 |
Basim Ibn Ishaq | 141 | Rare | $5.32 |
Bayek of Siwa | 142 | Rare | $1.96 |
Edward Kenway | 143 | Mythic | $17.16 |
Eivor, Wolf-Kissed | 144 | Mythic | $3.43 |
Ezio, Brash Novice | 145 | Uncommon | $0.12 |
Havi, the All-Father | 146 | Rare | $0.72 |
Haytham Kenway | 147 | Rare | $0.44 |
Kassandra, Eagle Bearer | 148 | Mythic | $8.04 |
Lydia Frye | 149 | Uncommon | $0.17 |
Ratonhnhaké꞉ton | 150 | Rare | $1.89 |
Shao Jun | 151 | Uncommon | $0.18 |
Shaun & Rebecca, Agents | 152 | Rare | $0.39 |
Shay Cormac | 153 | Uncommon | $0.26 |
Sigurd, Jarl of Ravensthorpe | 154 | Rare | $1.12 |
Caduceus, Staff of Hermes | 155 | Rare | $9.66 |
Rest in Peace | 156 | Rare | $0.49 |
What Must Be Done | 157 | Rare | $0.27 |
Crystal Skull, Isu Spyglass | 158 | Rare | $2.62 |
Desynchronization | 159 | Rare | $5.09 |
Temporal Trespass | 160 | Mythic | $2.62 |
Black Market Connections | 161 | Rare | $16.92 |
Conspiracy | 162 | Rare | $0.36 |
Cover of Darkness | 163 | Rare | $5.94 |
Royal Assassin | 164 | Rare | $0.52 |
The Spear of Leonidas | 165 | Rare | $2.14 |
Assassin's Trophy | 166 | Rare | $2.17 |
Jackdaw | 167 | Rare | $0.37 |
The Animus | 168 | Rare | $0.31 |
Excalibur, Sword of Eden | 169 | Rare | $14.97 |
Mjölnir, Storm Hammer | 170 | Rare | $2.72 |
Abstergo Entertainment | 171 | Rare | $3.63 |
The Capitoline Triad | 172 | Mythic | $5.70 |
Caduceus, Staff of Hermes | 173 | Rare | $12.69 |
Distract the Guards | 174 | Uncommon | $0.32 |
Haystack | 175 | Uncommon | $2.69 |
Hookblade | 176 | Uncommon | $0.50 |
Layla Hassan | 177 | Rare | $0.46 |
Path to Exile | 178 | Uncommon | $3.70 |
Reconnaissance | 179 | Uncommon | $6.74 |
Rest in Peace | 180 | Rare | $0.75 |
Senu, Keen-Eyed Protector | 181 | Rare | $2.62 |
Tax Collector | 182 | Uncommon | $1.15 |
Templar Knight | 183 | Uncommon | $4.35 |
What Must Be Done | 184 | Rare | $0.49 |
Assassin Gauntlet | 185 | Uncommon | $3.56 |
Become Anonymous | 186 | Uncommon | $1.70 |
Coastal Piracy | 187 | Uncommon | $5.88 |
Crystal Skull, Isu Spyglass | 188 | Rare | $6.11 |
Desynchronization | 189 | Rare | $5.89 |
Eagle Vision | 190 | Uncommon | $2.79 |
Escape Detection | 191 | Uncommon | $0.49 |
Evie Frye | 192 | Rare | $0.47 |
Leonardo da Vinci | 193 | Mythic | $3.42 |
Loyal Inventor | 194 | Uncommon | $1.98 |
Propaganda | 195 | Uncommon | $10.49 |
Temporal Trespass | 196 | Mythic | $5.80 |
Assassin Initiate | 197 | Uncommon | $1.47 |
Black Market Connections | 198 | Rare | $24.63 |
Chain Assassination | 199 | Uncommon | $0.72 |
Conspiracy | 200 | Rare | $0.55 |
Cover of Darkness | 201 | Rare | $6.08 |
Desmond Miles | 202 | Rare | $1.32 |
Ezio Auditore da Firenze | 203 | Mythic | $7.12 |
Fatal Push | 204 | Uncommon | $2.07 |
Go for the Throat | 205 | Uncommon | $2.30 |
Hemlock Vial | 206 | Uncommon | $0.31 |
Jacob Frye | 207 | Rare | $0.69 |
Murder | 208 | Uncommon | $0.76 |
Petty Larceny | 209 | Uncommon | $0.81 |
Phantom Blade | 210 | Uncommon | $0.91 |
Restart Sequence | 211 | Uncommon | $1.79 |
Roshan, Hidden Magister | 212 | Uncommon | $0.50 |
Royal Assassin | 213 | Rare | $0.69 |
Alexios, Deimos of Kosmos | 214 | Uncommon | $6.02 |
Cathartic Reunion | 215 | Uncommon | $1.80 |
Hidden Footblade | 216 | Uncommon | $0.97 |
Monastery Raid | 217 | Uncommon | $0.29 |
Overpowering Attack | 218 | Uncommon | $5.21 |
The Spear of Leonidas | 219 | Rare | $2.86 |
Aveline de Grandpré | 220 | Rare | $0.40 |
Hunter's Bow | 221 | Uncommon | $2.37 |
Palazzo Archers | 222 | Uncommon | $0.37 |
Viewpoint Synchronization | 223 | Uncommon | $2.54 |
Adéwalé, Breaker of Chains | 224 | Uncommon | $0.57 |
Altaïr Ibn-La'Ahad | 225 | Mythic | $6.03 |
Arbaaz Mir | 226 | Uncommon | $2.08 |
Arno Dorian | 227 | Uncommon | $0.42 |
Assassin's Trophy | 228 | Rare | $3.78 |
Aya of Alexandria | 229 | Rare | $0.55 |
Basim Ibn Ishaq | 230 | Rare | $4.81 |
Bayek of Siwa | 231 | Rare | $1.62 |
Bleeding Effect | 232 | Uncommon | $0.98 |
Cleopatra, Exiled Pharaoh | 233 | Mythic | $4.27 |
Edward Kenway | 234 | Mythic | $15.98 |
Eivor, Wolf-Kissed | 235 | Mythic | $4.04 |
Ezio, Brash Novice | 236 | Uncommon | $0.31 |
Havi, the All-Father | 237 | Rare | $0.55 |
Haytham Kenway | 238 | Rare | $0.47 |
Jackdaw | 239 | Rare | $1.81 |
Kassandra, Eagle Bearer | 240 | Mythic | $8.93 |
Lydia Frye | 241 | Uncommon | $0.71 |
Mary Read and Anne Bonny | 242 | Rare | $1.16 |
Mortify | 243 | Uncommon | $1.39 |
Ratonhnhaké꞉ton | 244 | Rare | $1.36 |
Reconstruct History | 245 | Uncommon | $0.97 |
Shao Jun | 246 | Uncommon | $0.92 |
Shaun & Rebecca, Agents | 247 | Rare | $0.32 |
Shay Cormac | 248 | Uncommon | $4.29 |
Sigurd, Jarl of Ravensthorpe | 249 | Rare | $2.13 |
Sokrates, Athenian Teacher | 250 | Rare | $1.18 |