Etrata DeckEtrata · Dimir · 100

Dimir Assassins · face-down theft

DeadlyEtrata

A blue-black Assassin deck that steals the table's cards. Every Assassin that connects cloaks the top card of that player's library under your control. Their creatures fight for you, and Etrata turns their other cards face up or casts them for free. This is the full manual: a guide in steps, every card with rulings, the combos, the numbers, and a real game to practise against.

  • Bracket 3
  • 35 lands
  • 3 lose-the-game lines
  • 2 two-card combos
100
cards, 35 lands, 21 of them basics
2.3
average mana value of the nonland cards
13
Assassins and changelings in the 99 to trigger Etrata
6–6.5
out of 10 on the old power scale

How the deck wins

Hit, cloak, flip, repeat

  1. 1
    An Assassin connects

    Cheap evasive Assassins do the work: Changeling Outcast, Hookblade Veteran, Brotherhood Spy and Basim Ibn Ishaq.

  2. 2
    Etrata cloaks

    Each hit puts the top card of that player's library onto the battlefield under your control, face down as a 2/2 with ward {2}.

  3. 3
    The cloaks join in

    Roshan, Hidden Magister, Maskwood Nexus and Arcane Adaptation make them Assassins, so next turn they hit and cloak too.

  4. 4
    Someone loses

    Etrata, the Silencer, Strixhaven Stadium or a combo knocks a player out, and Ramses, Assassin Lord turns that into a win. See the combos.

The guide

Learn it track by track

Twenty-one short chapters, from the deck in 60 seconds to the trickiest face-down rules and the Bracket 4 aggro upgrade. Your place is saved on this device.

The upgrade

Make it a Bracket 4 aggro deck

A three-stage plan in the Shop tab: 50 swaps, from a ~53€ aggro core to fast mana and tutors. Every stage is playable in the Play tab.

LiveTake Etrata to a four-player podA real Commander game with cloaks, hit counters and Ramses, against bots dealt at random, from retail precons to Bracket 4. Built for one thumb.

The guide · 17 tracks

Step by step

Tap a track to read it. Each one ends with the next.

    Combos & kills

    How to actually win

    Most games are won by stealing the table's best cards and attacking with more creatures than they can block. When the board stalls, the deck has two two-card combos and two cards that say "loses the game". Ramses, Assassin Lord turns any of those eliminations into a win for the whole table, as long as that player was attacked by one of your Assassins this turn. Tell your table about the combos before you play.

    Combo 1Mill and drainDuskmantle Guildmage + Mindcrank
    +
    You need
    Both on the battlefield, {1}{U}{B} for Guildmage's first ability, and a starter: any life loss or any card going to an opponent's graveyard.
    Total mana
    7 across two or more turns: Guildmage 2, Mindcrank 2, the ability 3.
    Speed
    Instant. Activate it at the end of an opponent's turn, or during combat.
    1. Pay {1}{U}{B}: for the rest of the turn, whenever a card is put into an opponent's graveyard from anywhere, that player loses 1 life.
    2. Start it: an Assassin hits them, or Guildmage's second ability ({2}{U}{B}) mills two cards.
    3. They lose life. Mindcrank mills that many cards.
    4. Each milled card makes them lose 1 life, which mills again. It stops when they're dead or out of cards.
    Does it hit every opponent?

    Guildmage's ability covers every opponent, but each chain needs its own starter. A combat hit on each player starts all of them at once.

    What stops it?

    Removing Guildmage before its ability resolves, or Mindcrank at any point. Once the ability has resolved, killing Guildmage doesn't stop it for that turn. Dispel and Counterspell protect the setup.

    Combo 2Half, then allUnstoppable Slasher + Wound Reflection
    +
    You need
    Wound Reflection on the battlefield before the end step, and Slasher dealing combat damage to the player.
    Speed
    One combat and one end step.
    1. Unstoppable Slasher hits: the player loses its damage, then half their remaining life, rounded up.
    2. At the beginning of the end step, Wound Reflection makes them lose the life they lost this turn again. That's always more than they have left.
    Alt winsLoses the gameEtrata, the Silencer and Strixhaven Stadium

    Etrata, the Silencer can't be blocked. Each time she deals combat damage to a player, she exiles one of their creatures with a hit counter, and that player loses once they own three exiled cards with hit counters. Then she shuffles into your library, so March of Swirling Mist phasing her out in response keeps her around. Strixhaven Stadium gains a point counter each time one of your creatures hits an opponent; the hit that brings it to ten makes that player lose.

    Pair them with Ramses

    With Ramses, Assassin Lord on the battlefield, a player who loses after being attacked by one of your Assassins this turn wins you the game.

    The engine

    Cloak calculator

    How many cards you steal this combat, and how fast the face-down army grows when the cloaks are Assassins too.

    Game plan

    How to pilot it

    You're the tempo deck at the table: cheap threats, counterspells held up, and a commander that gets better every turn you connect. Stay small and hard to read, take the table's cards, and let the opponents spend their removal on each other.

    Turns 1–3The setup
    • A one- or two-drop Assassin: Changeling Outcast, Hookblade Veteran, Brotherhood Spy.
    • A mana rock if you have no Assassin: Sol Ring, Arcane Signet, Dimir Signet.
    • Etrata on turn 3, before combat, with an Assassin ready to hit.
    Turns 4–6The heist
    • Attack every turn with evasive Assassins at the player with the fewest blockers.
    • Add a type enabler: Roshan, Hidden Magister, Maskwood Nexus, Arcane Adaptation.
    • Keep {U} or {U}{U} open for Dispel or Counterspell when the board is worth protecting.
    Turn 7+The kill
    • Flip the stolen bombs with Etrata's {2}{U}{B}.
    • Assemble a combo, or set up Etrata, the Silencer or the Stadium, with Ramses on the battlefield.
    • Toxic Deluge resets a table that got ahead of you.

    Practice

    Opening hand trainer

    Draw seven from the real 99 and see whether it's a keep. Your first mulligan in multiplayer Commander is free.

    Keep

    • 3 or 4 lands with both colors, or a rock that fixes them.
    • 2 lands plus Sol Ring or a cheap rock, and a cheap Assassin.
    • Any hand that casts Etrata on turn 3 with an Assassin to follow.

    Mulligan

    • 0 or 1 land.
    • 6 or 7 lands.
    • Only counterspells and removal, with no threats.

    Example

    A good draw, turn by turn

    A sample goldfish with no interaction from opponents, to show how the heist snowballs.

    1. T1

      Swamp, Changeling Outcast

      An unblockable Assassin
    2. T2

      Island, Dimir Signet. Outcast hits for 1

      4 mana next turn
    3. T3

      Land, Etrata, Deadly Fugitive before combat. Outcast hits

      First cloak
    4. T4

      Land, Roshan, Hidden Magister. Outcast and the cloak attack; the cloak has menace

      Two more cloaks
    5. T5

      Four Assassins attack. Flip the best stolen card with Etrata

      Seven cards taken from the table

    Sequencing

    Ten habits that win games

    1. Cast Etrata before combat. Her trigger only counts hits while she's on the battlefield.
    2. Attack every turn. Each Assassin that connects is a free card.
    3. Look at your cloaks. Know what you have before you plan the turn.
    4. Flip creatures for their mana cost. It's cheaper than Etrata's ability and nobody can respond.
    5. Flip Roshan after blockers. Menace and Assassin types arrive when blocks are locked in.
    6. Counter the wipe. Save a counterspell for the spell that clears your board.
    7. Keep a blocker home. Etrata's deathtouch keeps you alive while the cloaks work.
    8. Cast Spark Double, never flip it. It copies nothing when turned face up.
    9. Line up Ramses. Knock a player out on a turn your Assassin attacked them.
    10. Tell the table about the combos. Guildmage and Mindcrank, Slasher and Wound Reflection.

    Matchups

    Reading the table

    Against board wipes

    Hold a counterspell or March of Swirling Mist once your board is worth protecting. Keep one or two cheap Assassins in hand to rebuild.

    Against combo decks

    You're the deck with counterspells. Keep Counterspell, Arcane Denial or An Offer You Can't Refuse for their key spell, and pressure them first.

    Against big creature decks

    Etrata's deathtouch and your cloaks block well. Cloak their library: big creature decks give you big creatures. Reality Shift and Infernal Grasp handle the one that matters.

    Against graveyard decks

    Bojuka Bog exiles a graveyard. Cloaking the top of their library keeps those cards out of the graveyard too.

    The setlist

    All 100 cards

    Tap any card for its full entry.

    Glossary

    Every keyword in this deck

    What each term means, and which of your cards use it.

    FAQ

    Questions people ask about this deck

    Setting up the table…

    Opening the Arena…

    Opening the Arena…

    Opening the Arena…

    Opening the Arena…

    Opening the Arena…

    Opening the Arena…

    Opening the Arena…

    Piano roll

    The whole deck as a score

    Every nonland card is a note: its lane is its role, its position is its mana value. Tap a note to open the card.

    Mana curve

    The levels

    Nonland cards by mana value. X costs count as 0 plus their fixed symbols. Tap a bar to list its cards.

    64 nonland cardspeak at 2 mana
    Card types100 cards

    Colors

    Pips against sources

    How much each color is asked for in mana costs, and how many of your lands make it.

    Roles

    What the 99 do

    A card can fill more than one role, so the bars add up to more than 99.

    Draw odds

    What are the chances?

    Exact odds from the real 99: how likely you are to see a card, or a group of cards, by a given turn.

    Opening hands

    Lands in your first seven

    35 lands in 99 cards. How often each count shows up in a fresh seven.

    Strength

    A fast, interactive Bracket 3

    That's "Upgraded" in the official brackets, roughly 6 to 6.5 on the old 1 to 10 scale. Strong at a casual or upgraded-precon table, nowhere near cEDH. This is a judgement from reading the list, not from tested games.

    Why it's strong

    • A 3-mana commander that starts stealing cards on turn 4.
    • Four counterspells, spot removal and Toxic Deluge.
    • Two two-card combos and two cards that make a player lose, all turned into a table win by Ramses.

    What holds it back

    • Small creatures: one board wipe undoes several turns of work.
    • No ramp beyond mana rocks, and no tutors.
    • Stolen cards are random: some turns you cloak a land.
    • The Bracket 4 aggro upgrade fixes all three.

    Before you sit down

    Bracket 3 allows two-card combos as long as they aren't early-game ones. Mention Duskmantle Guildmage + Mindcrank and Ramses at the pregame talk, since some tables ban them.

    Your other deck

    Etrata vs Miku

    They're close, and both are Bracket 3. The upgraded Miku deck is slightly ahead at about 6.5 to 7, with Etrata at about 6 to 6.5. Miku hits harder once it's set up. Etrata is faster, more interactive, and would give Miku a hard time head to head. This comes from reading both lists, not from playtesting.

    1 v 1

    Etrata is favoured

    It can counter or kill Trostani and the overrun cards.

    4-player pod

    Miku is favoured

    Its overruns can knock out several players in one swing, while Etrata hits one player at a time.

    Your record

    Your games against the bots

    Saved on this device when you finish a game in the Play tab.

    The upgrade · Bracket 4 aggro

    From sneaky B3 to a Bracket 4 Assassin rush

    Today's deck is a strong Bracket 3: it steals cards, counters things and kills with two combos. What it doesn't do is hit hard. The upgrade turns it into an aggro deck: 30 cheap creatures, 28 of them Assassins, two Assassin lords, a card drawn for almost every hit, and at the top end the fast mana, tutors and free counterspells of a Bracket 4 deck. Etrata's cloaks become the bonus, not the plan. You buy it in three stages, and each stage is a legal 100-card deck you can play in the Play tab.

    • 50 swaps in 3 stages
    • 30 creatures
    • 10 Game Changers
    • ~1,090€ for all three

    Why change it

    What holds today's deck back

    From the deck list and from bot games in the Play tab's engine (120 to 800 games per number).

    It barely hits

    In bot games the deck deals about 16 combat damage to players per game, a third of what a retail precon deals. Most of its creatures are 1/1s and 1/3s, and only 13 of them trigger Etrata.

    The engine dies with Etrata

    Cloaks only turn into Assassins with one of four enablers, and flipping them needs Etrata alive. Remove her twice and the deck is a pile of 2/2s with no card draw.

    Nothing finds the key cards

    No tutors, and the card draw is slow: Mask of Memory, Reconnaissance Mission, They Came from the Pipes. Each combo piece shows up in only about one game in five.

    Dead slots

    March of Swirling Mist, Supernatural Stamina, Dispel, Aqueous Form and Training Grounds rarely do anything, and Wound Reflection costs six for half a combo.

    The plan

    Three stages, each one playable

    1. 0nowowned

      Today's list: cloaks, counterspells, Slasher + Wound Reflection and Guildmage + Mindcrank.

      Bracket 3
    2. 1~53€

      The aggro core. 29 cheap swaps: Mari, the Killing Quill, Black Widow, Deadly Hunter, Achilles Davenport, Ezio, Blade of Vengeance and 12 more Assassins, Skullclamp, Kindred Discovery, Rooftop Bypass, cheap removal and both haste equipment.

      Fast Bracket 3
    3. 2~297€

      Interaction and mana: Rhystic Study, Fierce Guardianship, Cyclonic Rift, Swan Song, Mystic Remora, Deadly Rollick, Bitterblossom, Watery Grave, two fetch lands and Cavern of Souls.

      Top of Bracket 3 (3 Game Changers)
    4. 3~742€

      Fast mana (Mana Vault, Chrome Mox, Lotus Petal, Ancient Tomb), Demonic Tutor, Vampiric Tutor, Imperial Seal, Force of Will and two more fetch lands.

      Bracket 4 (10 Game Changers)

    Prices are MTGGoldfish USD × 0.85, looked up on 29 and 30 Sep 2026, cheapest regular printing. Cardmarket couldn't be read from here, so check each card there before buying: it's usually the same or cheaper. MTGGoldfish shows no regular price for Ezio, Blade of Vengeance (it was only printed in the Assassin's Creed starter kit), so it isn't in the totals. The stage 3 budget swaps on the Buy it page bring the whole plan to about 660€.

    How the aggro deck wins

    Attack, draw, attack again

    1. 1
      Turns 1 to 3: cheap Assassins

      Twelve creatures cost 1 or 2. Hired Poisoner, Changeling Outcast, Thrill-Kill Assassin and Guildsworn Prowler attack from turn 2, and deathtouch makes every block a trade.

    2. 2
      Every hit draws

      Black Widow, Deadly Hunter draws for each deathtouch creature that connects, Mari, the Killing Quill gives all your Assassins deathtouch, and Ezio, Blade of Vengeance, Kindred Discovery, Gix, Yawgmoth Praetor and Skullclamp stack on top.

    3. 3
      Lords and evasion

      Ramses, Assassin Lord and Achilles Davenport give +1/+1 each, Interceptor, Shadow's Hound gives every Assassin menace, and Rooftop Bypass adds a menace Assassin for each player you hit.

    4. 4
      The kill

      Unstoppable Slasher and Virtus the Veiled halve a life total per hit. Mari exiles every creature that dies with a hit counter, so Etrata, the Silencer often needs a single hit to make a player lose, and Ramses turns that into a win. Overloaded Cyclonic Rift clears the way for the last swing.

    The Mari and Silencer trick

    Etrata, the Silencer makes a player lose once they own three exiled cards with hit counters. Mari puts a hit counter on every opposing creature that dies, so a few trades in combat get a player to two. From then on, don't cash in that player's hit counters for cards: the Silencer's next hit exiles the third and that player is out. With Ramses on the battlefield and an Assassin attacking them that turn, you win the game.

    Before and after

    The deck in numbers

    Counted from the three lists.

    Bracket check

    Why stage 3 is Bracket 4

    Bracket 3 allows up to three Game Changers and no early two-card combos. Stage 2 stops at exactly three (Rhystic Study, Fierce Guardianship, Cyclonic Rift). Stage 3 adds seven more, and with three tutors Duskmantle Guildmage + Mindcrank becomes a combo you can find on turn 4 or 5: both put the deck in Bracket 4. It's not cEDH: no Thassa's Oracle line, no Mox Diamond, no mass land denial.

    Game ChangerStageWhat it does here
    Rhystic Study2A card for most spells the table casts
    Fierce Guardianship2Free counter for the wipe aimed at your board
    Cyclonic Rift2Overloaded, the last attack meets empty boards
    Mana Vault3Turn 2 Etrata or Mari
    Chrome Mox3A free extra mana from turn 1
    Ancient Tomb3A land that taps for two
    Demonic Tutor3Mari, Black Widow, the Silencer or a combo piece
    Vampiric Tutor3The same, at instant speed, on top
    Imperial Seal3Turn 1 tutor
    Force of Will3Free counter for anything

    In the game

    How the bots do with it

    All three lists are in the Play tab: pick Etrata aggro (stage 1) or Etrata B4 aggro in the deck picker. The full list also sits at the table as a Bracket 4 bot. These are bot-vs-bot results from the game's engine, not human games: 800 games per row, Etrata's seat against three bots, random turn order.

    Deck (bot-piloted)vs preconsvs Bracket 4Combat damage to players
    Today's list7.5%8.4%16 a game
    Stage 111.0%9.5%28 a game
    Stage 211.2%not runnot run
    Stage 3 (B4)6.8%3.6%22 a game

    A fair seat in a four-player game wins 25%. The bots pilot every Etrata list badly, and stage 3 worst: in tests, swapping its fast mana and tutors back for lands and Signets brought it back up, so the bots lose value on the cards a human uses best (a Vampiric Tutor to the top, a Chrome Mox imprint, when to spend Force of Will). Read the stage 3 row as a limit of the bots, not of the list. The stage 1 row is the useful one: the same bots with more Assassins deal two thirds more combat damage and win half again as often.

    Try itPlay the B4 aggro listPick Etrata B4 aggro in the deck picker, and deal Bracket 4 bots to see it against real opposition.

    Shopping list

    Cut this, add that

    Every swap, stage by stage: the struck-out card leaves, the new one comes in. Tap a card for its wiki entry, or the price to search Cardmarket. Tick what you've bought; your ticks stay on this device.

    Budget

    Cheaper stage 3

    Stage 3 is 742€, and four cards are 461€ of it. These swaps keep the deck in Bracket 4 (tutors and free counters are what matter) for about 430€ less.

    Instead ofPlaySaves
    Imperial Seal (~155€)Diabolic Intent (~13€): sacrifice a creature, tutor to hand. Skullclamp food works.~142€
    Chrome Mox (~139€)Keep Mind Stone~139€
    Ancient Tomb (~113€)Keep a basic land~113€
    Force of Will (~54€)Pact of Negation (~16€): free now, pay {3}{U}{U} next upkeep~38€

    With all four swaps, stage 3 is about 310€ and the whole plan about 660€. The deck then has 6 Game Changers: still Bracket 4, which starts at four.

    The finished deck

    Etrata B4 aggro, all 100

    32 lands, 30 creatures, 8 mana rocks and rituals, 9 card draw cards, 3 tutors, 11 counterspells and removal spells, and 6 other artifacts and enchantments. Tap a card to read about it.

    Design notes

    What stays, what goes, what didn't make it

    Kept from today's deck

    • Every evasive one- and two-drop. Changeling Outcast, Hookblade Veteran, Mothdust Changeling, Universal Automaton, Brotherhood Spy, Desmond Miles and Basim Ibn Ishaq are exactly what an aggro deck wants.
    • The finishers. Ramses, Assassin Lord, Etrata, the Silencer and Unstoppable Slasher get better with Mari and Virtus.
    • One cloak engine. Roshan, Hidden Magister and Maskwood Nexus stay, so cloaks still become Assassins. Spark Double copies Etrata, Mari or Black Widow.
    • Guildmage + Mindcrank. Four mana for a second win condition the tutors can find.

    Cut

    • Slow value. They Came from the Pipes, Reconnaissance Mission, Strixhaven Stadium, Scroll of Fate and Glitch Interpreter cost a turn without adding pressure.
    • Morph tricks. Kheru Spellsnatcher and Willbender need six and five mana of setup; free counterspells do the job.
    • Narrow spells. Dispel, March of Swirling Mist, Supernatural Stamina and Aqueous Form.
    • Wound Reflection. Six mana for half a combo. Virtus the Veiled is the same halving on a 3-mana creature.
    ConsideredWhy it's not in
    Orcish BowmastersA great Bracket 4 card, but it's an Orc, not an Assassin, and costs ~41€. First pick if you want an eleventh Game Changer.
    Mox Amber~80€ for a mox that only works with a legendary creature out. Fellwar Stone stays.
    The One Ring, NecropotenceStrong draw, but both slow an aggro deck's turns. Black Widow and Ezio draw more here.
    Opposition Agent, Notion ThiefGame Changers that don't attack well.
    Jacob Frye, Brotherhood AmbushersGood Assassins, just below the 30 in the list. Swap them in for Mistwalker or Lydia Frye if you like.
    Toxic DelugeA great wipe, but this deck is the board. It leaves at stage 2 for Cyclonic Rift.