Martial Coup

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) Rare
Commander 2014 (C14) Rare
From the Vault: Annihilation (V14) Rare
Conflux (CON) Rare

Combos Browse all

Tokens

Martial Coup

Sorcery

Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures.

Price & Acquistion Set Price Alerts

C18

C14

CON

Ebay

Martial Coup Discussion

Funkydiscogod on Muraganda Set

1 week ago

Oh, right, I was going to finish all the cards...

Fossil Cycle: One problem I see with these, is that without something like Trample, or other form of Evasion, these could be overpowered in a set with ability-less creatures.

Goblin Grabber: I like the Magnetic Theft ETB effect, but there's no reason it should die when unequipped. I would not complain if it was a red Kor Outfitter.

Goblin Spell-Snatcher: Compare that card to Mogg Sentry. It does not make for easy math when the creature is a 1/2, then a 3/3, then a 5/4, 7/5, and so on... Give the creature equal power and toughness, and get equal power and toughness from his ability. Simplify the math for the players.

Grand Sabertooth: This card would define a new level of power creep: 1-mana for a 2/2. The problem I see is that no player would ever choose to have a Tundra Wolves when they could have Isamaru, Hound of Konda (even better because it's not legendary).

Gravewarden: When I think of Muraganda, I'm imagining a primitive world, with cavemen, and wild animals. I don't imagine there are any societies on Muraganda organized enough to have a religion and a Cleric, and grave and death rituals. I suppose this same thing could be said about some of the other Shamans and Wizards in the set, that without being a part of Daelin's tribe, they're a little out of place. Could this card be salvaged with a different name and creature type?

Grip of Tar: In a set dependent on creatures without abilities, a 1/1 with Deathtouch is effectively a removal spell. This card is a 2-for-1. Not unlike Consuming Vapors, it should only hit creatures, though.

Heavy Cumulus: Should read like Vines of Vastwood so the creature doesn't get an ability.

Holistic Wisdom: It's like Bred for the Hunt or Secret Plans, but much worse.

Ivory-Tusk Stampede: Should be sorcery, like Martial Coup.

March of Mediocrity: Seems to occupy the same design space as Muraganda Petroglyphs.

Master's Whip: Should be phrased as "whenever equipped creature attacks" so the equipped creature doesn't get an ability.

Mind Devourer: Is his ability "instead" of doing damage? Or "in addition" to doing damage? If it's "in addition" the ability is useless, as he'll kill an opponent through damage long before he mills them out. If it's "instead", then it's just really bad. But, the even bigger problem, is that I'm not sure this is the set this creature belongs in, as Muraganda seems like a primitive world that wouldn't support a magical ecosystem where thoughts are abundant food. Most of this world's inhabitants are feral creatures and cavemen; not nearly the food supply for such a creature.

Mindleech Conch: I could nitpick this one, but honestly, I'd want to see how it played. It would kill an opponent by damage before its milling was relevant, but its "draw 2" when it hits is insane. And 3 power is pretty good, it stands up to most removal in the set, except the 1/1 deathtouchers.

Sidenote: On the subject of 1/1 Defender Deathtouch Ooze tokens, I feel like this set needs more of these as "removal" (Flash Foliage comes to mind as a template). These tokens would make combat quite relevant, and give the opponent a ~real~ incentive to choose an ability instead of the vanilla creature. It occurs to me, that a focus on removal of this type could make Tundra Wolves better than Isamaru, Hound of Konda, and I absolutely love that idea. As flavor, Muraganda seems primitive, so, the 1/1 Defender Deathtouch Oozes, traps and fights seem like the kind of removal that would be abundant on this world.

Nesting Grounds: Awesome card. I was hoping to see another 4 cards like this on theme. Some sort of "Daelin's Cave" in Grixis colors, or something else. If there can't be a cycle, (like Crypt of the Eternals) there needs to be a story to explain why not.

Oaken Club: Perfect equipment for this set.

Orb of the Masses: I think this would be one of the few times giving creatures abilities would be good. "Legendary" prevents (experienced) players from using it, then playing another and using the new one. In my mind, the first ability would say "whenever a creature with an ability enters the battlefield", and it should have an imposing presence like the monolith from 2001: A Space Odyssey; the stone that begins the next phase of evolution. It could be like a small choose-your-own-Akroma's Memorial.

Planar Lens: This is not the kind of equipment I'd expect to see on Muraganda. It seems too intellectual.

Primal Instincts: Nice art. Costing 4 is out of the question for something that can't kill opponent's attackers or replace itself. I'll point to Righteousness and Hold the Line, and To Arms!.

Primal Return: ironically Primal creatures don't count as creatures with no abilities while they're in the graveyard.

Primordial Pools: could probably be better with an ability more like Ooze Garden, since Deathtouch is basically removal in this set.

Pulop, the Planar Sentience: The artwork and name conjured up a totally different idea of what this card should do. The art depicts a slime devouring a man, and the name implies the slime duplicating the man. Let me just spitball this idea at you: +1: Create a creature token that's a copy of a creature ~ exiled. // -X: Search your library for a creature with converted mana cost X or less and exile it. // When ~ enters the battlefield, exile a creature card with converted mana cost 1 or less from your graveyard.

Pulop's Chosen: This might be too much power creep. Nim Abomination has the same stats as the Primal version.

Radiant Purge: Good sweeper for this set.

Don't worry, I'll get the rest later...

stellarstormtrooper66 on Tey is cray

2 weeks ago

I can tell just by looking at this briefly that this build has been improved over time as it looks very refined. As I am not experienced with this commander, take my comments with a grain of salt as you are more of the expert here.

I wonder if you could make use of more token producers - specifically ones that make at least 3 1/1 creatures at a time in order to use Teysa's first ability on demand if she's the only creature in play. Cards that come to mind include: Sengir Autocrat, Benevolent Offering, Increasing Devotion, Entrapment Maneuver, Spectral Procession, Martial Coup.

I think you could explore morbid a little more, some cool ones include Skirsdag High Priest, Reaper from the Abyss, Tragic Slip. Tragic Slip could improve your mana curve by replacing Murder.

I think more card draw effects would be nice. I'm very surprised to not see Mentor of the Meek in here. I would argue that Read the Bones is strictly better than Painful Lesson. But overall I would consider adding a few more, some that come to mind that play well are: Damnable Pact, Skeletal Scrying, Blood Divination, Altar's Reap, Ancient Craving.

I think you could use more mana ramp. Besides mana rocks, you could take advantage of treasures with cards like Pitiless Plunderer.

Not sure if you've thought about focusing on strong cards that care about low CMC. Besides Mentor of the Meek, other cool cards could be added (some would even interact with Teysa): Unearth, Sun Titan, Reveillark, Citywide Bust.

Fun cards that come to mind that you could add:

Lastly, a few cards I think could possibility be cut for any of the above (I am often eager to cut high CMC cards btw):

  • Treasury Thrull - a good effect I'll admit, but I'm just not thrilled with the 6 CMC. If reviving creatures is your main goal, something like a Hell's Caretaker's effect for less mana might be better.
  • Voldaren Pariah  Flip - at her cmc with that effect, I think I'd rather run a board wipe instead
  • Vizkopa Confessor - looks like a fun card, but I don't like the CMC.
  • Profane Command - I don't know that this should be cut, but I'd encourage you to really ask yourself which modes you typically use because you might be able to get a card with the desired mode for less mana. If X spells are a way for you close out the game, you could consider Exsanguinate or Torment of Hailfire.
  • Tamiyo's Journal - looks like a fun card, but idk about the cmc, requires a long game before providing lots of value.
  • Tainted Sigil - I've never seen this card before, does it pay off well? I just don't like that people can see it on the board.

Overall, very impression decklist - glad you rebuilt it. Eager to face it next week.

vernlotor on First commander deck (Abzan, Ghave, Tokens)

3 weeks ago

I know that it is a little pricier but i would highly suggest a Doubling Season in this deck. Some other really good sack outlet's i would give a try would be Viscera Seer, Vish Kal, Blood Arbiter, Blasting Station and Phyrexian Plaguelord. Some other removal that you could use would be Puppeteer Clique, Luminate Primordial and Martial Coup

Imsomguy on Big Stealy

1 month ago

Good job on keeping it 60 cards, and its good you're keeping a 24/36 land ratio. I will say, if you are wanting to reduce the $ Cost, consider cutting bribery down to 2 copies and adding some Archaeomancer. You can expand on that tactic to include some Boomerang bouncing for both your creatures and threatening opponent cards. After you are finished getting the spell you need from it, you can use it as a chump blocker.
Your deck is very vulnerable to tokens and aggressive decks, so consider a Dissipation Field or some AEtherize. Much of your deck doesn't even begin to lay the groundwork for it's winning strategy until late game, so consider some cheaper mind control tech like Persuasion and Mind Control or quicker ramps with mana rocks like Sol Ring or fixers like Gauntlet of Power and Caged Sun. If you like artifacts, you can do some mean things with Mindslaver and Trading Post.

Carnage Altar and Ashnod's Altar are nice to use against an opponent who can destroy your enchantments/artifacts. May also consider Memory Plunder. Treachery Is expensive, and without a lot of card draw (think Fact or Fiction ), it'll be hard to make the second ability REALLY worth it. Save some time and put one of those 5 cost control enchants out there.

Have so much stealing, the opponent can't match up, be choosy about what you take, and use counterspells for things you just don't have another answer to. Like when your opponent brings out Martial Coup with plans to Burn at the Stake next turn.

jjman312 on Kambal, Consul of Allocating Gains

1 month ago

ballesta25

Wonderful tips, thank you!

Exquisite Blood is indeed on my list for pickup at some point, but I appreciate you pointing it out.

Words of Worship is a card I was unaware of, and will be picking it up to include it and give it a try.

As for cards currently in my collection; Martial Coup, Phyrexian Reclamation, and Razaketh, the Foulblooded will likely find spots now.

I will be looking to snag a few of the others listed I do not currently own.

Glad to hear you feel that way in regards to Blood Tithe and Remorseless Punishment. They felt like underwhelming additions, even if they were (sort of) in theme.

ballesta25 on Kambal, Consul of Allocating Gains

1 month ago

Exquisite Blood is an infinite combo with several of the cards in your deck (Sanguine Bond, Cliffhaven Vampire, ...). It's kinda expensive, but even if you don't want to pick up a copy, you should know about it so you know why if everyone tries to destroy your Sanguine Bond.

Words of Worship is a rather bizarre old card (there's a whole cycle) that lets you pay {1} to gain 5 life instead of drawing a card. In most circumstances, that's a bad trade, even in a dedicated life-gain deck, but it lets you survive if you've been milled out, and sometimes you just need one more lifegain trigger. It's main use is to be super fun with things like Well of Lost Dreams ("Instead of drawing this card, I'll gain life and also draw cards!") Sadly, you don't have blue in your color identity, so you can't play Drogskol Reaver, but for redundant copies of that effect, you do get Dawn of Hope once Guilds of Ravnica releases and even Lich's Mastery if you're crazy enough. (I don't recommend Lich's Mastery in EDH - Cyclonic Rift or Bane of Progress type effects are too common.)

You may want more token produces for your soul sisters. Martial Coup seems like a good include because you can use it to make tokens or as a board wipe.

This deck could use some more ways to spend life for value. Arguel's Blood Fast  Flip, Phyrexian Reclamation, Tymna the Weaver, Vona, Butcher of Magan, Chainer, Dementia Master Razaketh, the Foulblooded, and Necropotence all let you trade life for other resources and are mostly fairly budget. I would recommend including a few effects of that sort.

Blood Tithe and Remorseless Punishment seem low-impact in Commander: everyone starts with a lot of life so hitting everyone for 3 or one player for 10 in a non-repeatable way doesn't accomplish that much.

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