Arcane Foundry › Commanders › Desmond Miles
Desmond Miles
Legendary Creature — Human Assassin · {1}{B} · Black 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.
Build a Desmond Miles deck →
What Desmond Miles actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · deals_damageWhenever Desmond Miles deals combat damage to a player, surveil X, where X is the amount of damage it dealt to that player.
- Keyword · surveilsurveil
- Keyword · menacemenace
What a Desmond Miles deck wants
The plan the Forge derives for this commander: the roles it fills and how many of each.
- 6× Make the commander connect — a body that never deals combat damage never triggers
- 16× A creature that HAS the keyword the commander's trigger counts — a card that merely says the word is not one
- 26× A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- 6× Put your own cards into your graveyard as a resource
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 1× Answer a whole board at once
- 9× Find the exact card the plan needs
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
Best cards for Desmond Miles
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Make the commander connect — a body that never deals combat damage never triggers
- Eldrazi Monument5 mana
- Colossus Hammer1 mana
- Shadowspear1 mana
- Falthis, Shadowcat Familiar3 mana
- Skorpekh Lord3 mana
- Akroma's Memorial7 mana
- Chronicle of Victory6 mana
- Super State7 mana
A creature that HAS the keyword the commander's trigger counts — a card that merely says the word is not one
- Umbral Collar Zealot2 mana
- Dawnhand Dissident1 mana
- Faerie Dreamthief1 mana
- Snarling Gorehound1 mana
- Barrier of Bones1 mana
- Desmond Miles2 mana
- Dogged Detective2 mana
- Purple Pentapus1 mana
A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- Iridescent Vinelasher1 mana
- Assassin Initiate1 mana
- Bile-Vial Boggart1 mana
- Guul Draz Assassin1 mana
- Hired Poisoner1 mana
- Hullcarver1 mana
- Ruthless Ripper1 mana
- Mari, the Killing Quill3 mana
Put your own cards into your graveyard as a resource
- Takenuma, Abandoned Mire0 mana
- Stitcher's Supplier1 mana
- Altar of Dementia2 mana
- Mindcrank2 mana
- Ripples of Undeath2 mana
- Codex Shredder1 mana
- Eden, Seat of the Sanctum0 mana
- Tomb Fortress0 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Defile1 mana
- Tragic Slip1 mana
- Infernal Grasp2 mana
- Fatal Push1 mana
- Bitter Triumph2 mana
- Black Sun's Twilight1 mana
- Cut Down1 mana
- Erebos's Intervention1 mana
Answer a whole board at once
- Do or Die2 mana
- Force of Despair3 mana
- Accursed Marauder2 mana
- Bontu's Last Reckoning3 mana
- Innocent Blood1 mana
- Coils of the Medusa2 mana
- Forced March3 mana
- Nature's Ruin3 mana
Find the exact card the plan needs
- Entomb1 mana
- Demonic Tutor2 mana
- Diabolic Intent2 mana
- Vampiric Tutor1 mana
- Lively Dirge2 mana
- Imperial Seal1 mana
- Insatiable Avarice1 mana
- Diabolic Intent2 mana
Refill your hand
- Skullclamp1 mana
- Orcish Bowmasters2 mana
- Black Market Connections3 mana
- Braids, Arisen Nightmare3 mana
- Morbid Opportunist3 mana
- Phyrexian Arena3 mana
- The One Ring4 mana
- Kederekt Parasite1 mana
Keep a permanent you control alive through removal
- Cryptothrall4 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Mithril Coat3 mana
- Akroma's Memorial7 mana
- The Walls of Ba Sing Se8 mana