Mass Mutiny

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Explorers of Ixalan (EO2) None
Planechase Anthology (PCA) Rare
Commander 2013 (C13) Rare
Planechase 2012 Edition (PC2) Rare

Combos Browse all

Mass Mutiny

Sorcery

For each opponent, gain control of target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn.

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EO2

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Mass Mutiny Discussion

ClockworkSwordfish on You Want This Back?

1 month ago

You might really get a kick out of Helm of Possession in a deck like this. Take a creature temporarily, then sacrifice it to take another creature permanently! You might also like more cheap and reusable sacrifice outlets other than your commander - as you said yourself, you don't want to rely on his presence too much. Goblin Bombardment doesn't need any mana to dispose of a creature, and High Market and City of Shadows are very nice as lands are hard to remove. You might also like making a real mess with some mass creature theft, like Insurrection, Mass Mutiny or Mob Rule, especially in multiplayer games.

By the way, I think most any red/white EDH deck should at least consider the utility of Sunforger! You probably have just enough targets for it to be worthwhile, and it's a great source of card advantage in the late game when your hand is empty and mana plentiful.

Suns_Champion on The Undying Thieves **Primer**

3 months ago

Hi! No problem! Got some ideas for ya!

I'm thinking this is a good start to a steal, dethrone, sack, gain control of a creature deck. Threaten effect, attack triggering Dethrone, sac to Ashnod's Altar, you end up with permanent control of the creature. P.S. I really like your Unspeakable Symbol in here. Brilliant!

So for what I'm thinking we'll need a bunch of stuff: Steal spells, ways to lose life(to activate dethrone), and sac outlets. Let's get to work!

Steal Spells: Slave of Bolas, Mass Mutiny, Insurrection, Mark of Mutiny(holy moley you don't even need dethrone :D), Act of Aggression, Word of Seizing, Zealous Conscripts, Kari Zev's Expertise, Act of Treason, Traitorous Instinct, Harness by Force, Hijack, Threaten.... these are all decent options. I think you should capitalize on the cost-efficiency of the red Threatens to leave room to do other things the same turn. Others like Insurrection are just game winners, especially if you end up with control of all of the stolen creatures in the end :)

Sac outlets: Fling(for the lolz and to deal some damage), Phyrexian Altar($$$$ I know), Attrition, Goblin Bombardment, Viscera Seer, Greater Gargadon, Grimgrin, Corpse-Born, Phyrexian Tower, Carrion Feeder, High Market... that's a good start. Hopefully find sac outlets with added utility. I also really like the lands, definitely run those.

Ways to lose life: Necropotence(commander staple, nice because you can pay only as much life as you need), Phyrexian Arena, Dark Confidant, Yawgmoth's Bargain, Bloodgift Demon, Sign in Blood & Night's Whisper, Dark Tutelage, Greed, Reprocess.... wow! luckily, black has us covered in this category! Take your pick! These are all amazing because they enable the strategy of the deck and draw you cards! Perfect!

Hopefully this will give you a good jumping off point! Good luck friend!

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

4 months ago

After the helpful reminder of my likely blunder and misreading of the card by MegaMatt13, I am revisiting my Threaten effects section.

Disrupt Decorum is a total house. It brings disaster on all my foes, if it doesn't end the game within a few turns or so. It is nicely costed, and given that it's effects last for a full round of turns means that being a sorcery is not a huge deal. Great card, and while not technically a Threaten effect, it is not that different than Insurrection in what it does in play to make a difference. This has been my favorite.

Word of Seizing is an instant with split second. It is a very versatile card, if somewhat expensive. Still, you can pull all kinds of craziness with it. My second favorite.

Insurrection just finishes things. It is super expensive, and is better left in the Wishboard for retrieval when needed. Usually a single card late game one turn wincon.

Act of Aggression is technically CMC 5, but in reality, it is a colorless CMC 3 instant that does 4 damage to you, pay or to prevent 2 or 4 damage. It untaps, as MegaMatt13 astutely points out, meaning it has both offensive and defensive uses, and can't be foiled by the owner tapping it. Great card, I just wish it was CMC 4 for use with Sunforger.

Grab the Reins can be tutored with Sunforger, but the utility is severely limited by not untapping. Bummer.

Mark of the Oni looks very interesting. On the off chance that I have out Master of Cruelties, I get to keep the creature. If it untapped, this would be a perfect card. As it is, it has the same issue as Grab the Reins. I may try it anyway.

Blind with Anger has almost everything I want, instant, CMC 4 or less, untap and give it haste. Only problem is it is for legendaries. Too many legendaries I would want to target. Still, maybe worth trying.

Besmirch is pretty great, 3 cmc threaten that goads, untaps, and gives it haste. That is pretty amazing. The goad gives it defensive uses, even if not for blocking. Offensive defense. That is perfectly in line with this deck. It is a sorcery, which is the the only down side. I have like this one before, and may return to it. We shall see.

Unwilling Recruit is very interesting. Most things I am looking for, it untaps, it gives haste. It also can be used as an X spell finisher. I have not tried this one, but I am going to. A sorcery speed threaten effect that could turn a utility of midrange creature with some form of evasion into a finisher. Very cool. Too bad it doesn't bring evasion or trample by itself. I will try this one anyway.

Disharmony is a card I have tried, and I really wanted to like it, but in the end, it was a weird Fog/removal, with the potential of being a 2 for 1 in the right circumstances. Bummer. Not enough. Still, playing a card from Legends brings a little gravitas to a deck. Like drag racing a 57 Chevy. It may not win, but you look good losing.

Kari Zev's Expertise looks cool, but I am afraid that I would infrequently get to use the free spell. There are many CMC 2 cards, but most are defensive or early game cards. I may try it to see how it works.

Zealous Conscripts is awesome, but doesn't have flash, and comes with too much combo rep. Even so, it is worth considering.

Threaten, Traitorous Blood, Hijack are all similar sorcery speed effects that cost 3. They each balance different benefits. Besmirch is likely better in most situations.

Malevolent Whispers and Turn Against are both kinda cool, but expennsive, and their benefits don't outweigh the expense, given the alternatives.

Fractured Loyalty would be super fun in the right deck. Not this one.

Frenzied Fugue is pretty amazing. I could have some weird fun with this. Not sure is is the right card for this deck, though.

Other than those, there are also a few multi-target spells that fit in this category. Mass Mutiny, Mob Rule, and Molten Primordial are all great cards, and if I am creeping up into the higher CMC, as well as accepting some sorcery speed options, then these should definitely be considered. I am not sure which of them I like best. I am leaning toward Mass Mutiny due to the cheaper CMC, even though Molten Primordial comes with a large body, and Mob Rule will likely hit more targets. I may try them all.

While we are at it, since I am probably getting somewhat similar effects out or Animate Dead and Reanimate, maybe I should consider Beacon of Unrest. The CMC is higher, but the opportunity to use it more than once is interesting. It may find a spot as well.

Anyway, please comment and tell me about your favorite Threaten effects. I need one to put in the Grab the Reins spot, and want to consider all options.

Argy on Iroas - Hit'em high, hit'em low

6 months ago

I would replace Mass Mutiny with Throne of the God-Pharaoh.

I would also take out Condemn for Swords to Plowshares.

golgarigirl on Ulasht, the Hate Seed

6 months ago

Always keep in mind: What does your deck want to do? How does it win?

I'm taking an educated guess with Ulasht, but I'm guessing what it wants is more creatures (especially ones of both colors), and it can win through either overrunning with lots of creatures or with a few really large ones that benefit from all the little ones (like Ulasht itself).

So, we cut things that don't help with this (and that aren't support such as ramp and removal). Some of my picks would include Burning-Tree Emissary, Young Pyromancer, Hidden Herd, Hidden Guerrillas, Gaea's Anthem, Mass Mutiny, Mizzix's Mastery...all these cards (and a good number of others currently in your list) are good cards...but are not really what your deck is doing. Pyromancer and Mastery want to be in decks that have far more spells, where Ulasht doesn't care about spells at all. Anthem and Emissary don't offer effects that make much difference in commander...commander is a format of haymakers, and they don't offer enough 'bang for your buck'. And the Hidden cards rely too much on your opponents for benefits.

I didn't take out enough for all the land -and- all the suggestions you might want to add, but you probably get the idea!

zretrareo27 on R/W Brion, Blanket non-targeting removal

6 months ago

I'm adding Runehorn Hellkite instead of Reforge the Soul although I hadn't even come up with a place for it, andEmeria Shepherd and Sin Prodder.Going to sideboard Mass Mutiny, Mob Rule and Arcane Lighthouse.

CanEx on Marchesa Modular EDH

7 months ago

Lucasfairweather

  1. Yeah, I had Mark of Mutiny in here for a while alone with Mob Rule and Mass Mutiny. Mostly took them out because of space. God any ideas of cards to cut in favor of it?

  2. The main thing I have against Krark-Clan Ironworks is that that the deck already has a good number of sac outlets, but I'd rather have ones that eat creatures. I might add Spawning Pit, though.

  3. Hmm... didn't think about my stuff coming back from marchesa anyway. I'll see if I can add it!

  4. Definitely really good, not sure if it's worth the price. I'll think about it. I definitely agree it's worth a slot, though.

  5. I love this idea. Definitely going in.

Thank you for the suggestions!

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