Assassin is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Deathtouch, haste
Complete guide
The 1/1 black Assassin token is a specialized tool of death, appearing as a reward for those who seize power or navigate the political landscape of Fiora. Though small, these tokens pack a lethal punch with deathtouch and can strike immediately thanks to haste.
Masters of Lethality
An Assassin token is a 1/1 black creature with two key abilities: deathtouch and haste. Deathtouch means any amount of damage this creature deals to another creature is enough to destroy it. Haste allows the token to attack or activate abilities that require the tap symbol as soon as it enters the battlefield, bypassing summoning sickness.
Generating the Killers
These tokens are typically created by specific triggered abilities. For instance, if an opponent currently holds the monarch status, Queen Marchesa will recruit one of these tokens for you at the start of your upkeep. Because they have haste, you can immediately send them to reclaim the throne in your combat phase. As tokens, they only exist on the battlefield; if they are destroyed or bounced to your hand, they cease to exist as a state-based action.
Assassin Synergy and Outlaws
Assassins belong to a specific group of creature types known as 'outlaws.' This classification is shared with Mercenaries, Pirates, Rogues, and Warlocks. Many cards provide global bonuses to Assassins or outlaws, such as increased power or extra keywords like vigilance. Always check your board for 'Lord' effects that might boost the token's 1/1 stats, making them even more formidable in combat.
Strategic Deployment
Use these tokens as the ultimate deterrent. Because of deathtouch, your opponents will be hesitant to block them with their most valuable creatures, and equally afraid to attack into them. They are perfect for chip damage to trigger 'combat damage' abilities or for sacrificing to other effects once they have served their purpose.
Interaction examples
At the beginning of your upkeep, if an opponent is the monarch, Queen Marchesa's ability triggers and creates a 1/1 Assassin token. Because the token has haste, it can attack that same turn. If the token deals combat damage to the monarch, you become the monarch.
If you control Ramses, Assassin Lord and attack an opponent with an Assassin token, Ramses' first ability gives that token +1/+1. If that opponent loses the game during that turn (perhaps by another player's effect or combat damage), Ramses' second ability triggers because they were attacked by an Assassin you controlled, causing you to win the game immediately.
During your turn, you attack with an Assassin token. At the beginning of your end step, Edward Kenway's ability checks for tapped Assassins you control. Since the token is tapped from attacking, Edward creates a Treasure token.
During your combat phase, Vihaan, Goldwaker can turn your Treasure tokens into 3/3 Construct Assassin artifact creatures. These temporary Assassins benefit from Vihaan's passive ability, granting them vigilance and haste, allowing them to attack without tapping and strike immediately if they were created that turn.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Assassin
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Interactions with other cards
These cards' text mentions Assassin.

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.)

Whenever a creature an opponent controls dies, exile it with a hit counter on it. Assassins, Mercenaries, and Rogues you control have deathtouch and "Whenever this creature deals combat damage to a player, you may remove a hit counter from a card that player owns in exile. If you do, draw a card and create two Treasure tokens."

Deathtouch, haste When Queen Marchesa enters, you become the monarch. At the beginning of your upkeep, if an opponent is the monarch, create a 1/1 black Assassin creature token with deathtouch and haste.

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.

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.

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.

{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.

When Elena enters, return target non-Assassin historic card from your graveyard to your hand. (Artifacts, legendaries, and Sagas are historic.) Whenever you cast a historic spell, put a +1/+1 counter on Elena.

Deathtouch Other Assassins you control get +1/+1. Whenever a player loses the game, if they were attacked this turn by an Assassin you controlled, you win the game.

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.)

Other outlaws you control have vigilance and haste. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) At the beginning of combat on your turn, you may have Treasures you control become 3/3 Construct Assassin artifact creatures in addition to their other types until end of turn.

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}
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