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Desmond Miles
BBlackLegendary Creature — Human Assassin

Desmond Miles

Mana value2Rank#4,786
BuildCard details

The Commander

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.

Guide

Gameplan

Desmond Miles is a mono-black Assassin-tribal voltron-aggro commander who scales his power with every Assassin you control or that dies, then connects with menace to surveil into more gas. You flood the board with cheap Assassins, swing in with an ever-growing Desmond, and use surveil to fuel graveyard recursion while grinding opponents down one at a time.

Strengths

  • Cheap two-mana commander that comes online fast and threatens early damage.
  • Menace plus self-scaling power makes him hard to block and a real commander-damage clock.
  • Surveil engine smooths draws and feeds graveyard/reanimator strategies.
  • Mono-black gives access to the best tutors, removal, and recursion in the format.
  • Assassins that die still pump him, so trading creatures is rarely a loss.

Weaknesses

  • Relies on connecting in combat, so it folds to fogs, removal, and chump-blocking.
  • Single-target removal on the commander resets your damage clock and tempo.
  • Thin Assassin tribal pool means many slots are generic black goodstuff.
  • Mono-color gives no card advantage outside black's life-loss draw.
  • Goes wide but is vulnerable to board wipes that erase your power bonus.

Key Cards

  • Coat of Arms — Anthems the whole Assassin board while stacking with Desmond's per-Assassin bonus.
  • Whisper, Blood Liturgist — Reanimates Assassins that died, replaying value while still pumping the commander from the graveyard.
  • Greaves and Boots effects — Haste and protection keep Desmond swinging the turn he resolves.
  • Sword of Feast and Famine — Protection plus untapping lands turns his menace damage into explosive double-spell turns.
  • Reaper King — Not legal—use as reminder; instead lean on Door of Destinies to grow Assassins each cast.

Upgrade Path

Tighten the curve with cheap evasive Assassins and protection (Lightning Greaves, Whispersilk Cloak) so Desmond connects every turn, and add black tutors like Demonic Tutor and Vampiric Tutor to find your equipment or anthem. Lean into the surveil-graveyard synergy with reanimation (Reanimate, Animate Dead) and recursion engines, then add a closing line such as Craterhoof-style overrun via Overwhelming Stampede or a Phyrexian Reclamation loop to out-grind the table.

Core Cards

The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.

Win Conditions

  • ▸Commander damage from a pumped, menacing Desmond Miles.
  • ▸Going wide with Assassins backed by anthems and overrun effects.
  • ▸Grinding life totals down via aristocrats drain and combat damage.
  • ▸Reanimating large threats surveiled into the graveyard for a finishing swing.

Archetypes

  • Voltron — His self-scaling power and menace let you race to lethal commander damage with minimal equipment.
  • Aristocrats — Assassins that die still buff Desmond and surveil fuels recursion loops.
  • Tribal Aggro — Anthems and lords on a wide Assassin board push fast, repeated damage.
  • Reanimator — Surveil bins fatties and Assassins to bring back with black recursion.

Combos

No combos found for this commander on Commander Spellbook.

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