Whenever a player loses the game, if they were attacked this turn by an Assassin you controlled, you win the game.
Ramses turns any opponent's loss into your win, so long as that player was attacked by one of your Assassins that turn. Flood the board with Assassins, give them evasion or deathtouch so they connect, swing at every opponent each combat, then finish a single player by any means—combat damage, an alt-loss effect, or removal that drains them—to immediately win the entire game. Until then you play Dimir disruption (counters, removal, card advantage) to protect Ramses and stall.
The win trigger fires off ANY player loss—you don't need lethal damage, just to have attacked them with an Assassin that turn.
Color identity gives access to counterspells, spot removal, and the best tutors and card advantage in the format.
Ramses' deathtouch plus the +1/+1 anthem make even token Assassins lethal blockers and attackers.
Highly flexible 'win the game' condition that sidesteps damage races and combos with mill, poison, or burn finishers.
The Assassin creature pool is genuinely shallow, so you lean on token-makers and changelings to field a real tribe.
The whole plan funnels through Ramses and your attackers—heavy removal or fog effects shut you down.
No native ramp; a four-mana legend can be slow to assemble a board plus a finisher.
Pillowfort and 'can't attack me' effects directly neutralize the win condition since you must declare an attack.
Snowballs the Assassin board and stacks with Ramses' anthem for fast, lethal swings.
Add fast mana and tutors (Demonic Tutor, Vampiric Tutor, Mana Crypt) to assemble Ramses plus an evasion or finisher quickly, and lean on Maskwood Nexus and changelings to deepen the thin Assassin pool. Improve the protection suite with counterspells and Lightning Greaves, and include reliable 'a player loses' payoffs alongside unblockable enablers like Rogue's Passage to make the win deterministic once you connect.