Mob Justice


Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Stronghold Common

Combos Browse all

Mob Justice


Mob Justice deals damage to target player equal to the number of creatures you control.

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Price & Acquistion Set Price Alerts

Cardhoarder (MTGO)

0.04 TIX $0.02 Foil

Isle of Cards

$0.19 Paper


Mob Justice Discussion

Firnblut on Elf Ball

1 week ago

Okay, after playing the deck for some games I figured, that Kaervek's Torch was the better choice if we can play Priest of Titania in Turn 2 and have Quirion Ranger either on our hand or on the battlefield.

Mob Justice is way more vulnerable, but allows to finish without an active priest in T3 if we get an early Lys Alana Huntmaster and Distant Melody.Both cards have their pro and cons, but since the priest is removed with ease, mob justice will be the better choice in most cases.


I decided to run only 9 forests and 4 Land Grant, no Sylvan Ranger, 3 Springleaf Drum and 3 Wellwisher. Added 2 Elvish Harbinger and 2 Feldon's Cane.

A Harbinger can find a missing Birchlore Rangers to get access to offcolor-mana (makes up for te missing rangers and the missing island).Feldon's Cane allows insane recovery after a massremoval, als long as you got few elves and a Distant Melody. It also allows to reuse Mob Justice if it gets countered.

Wicked_N_Irish on swarm from Hell

2 weeks ago

Mob Justice and/or Massive Raid can win you the game when you can't attack due to effects like Propaganda, Sphere of Safety, Ghostly Prison etc.

Firnblut on Elf Ball

3 weeks ago

Any reason to play Mob Justice over Kaervek's Torch or Impact Tremors?Both would be less vulnerable to cards like Electrickery or Counterspell, or am I wrong?

pinecone2k3 on S4M's Goblin-A-Go-Go

1 month ago

Between the deck itself, and the sheer number of cards currently in your maybeboard, the best advice I can give is to maybe narrow your focus a bit, on what you want the deck to do, and start pulling some cards out in order to add in additional copies of other cards that stay in, to increase your chances of drawing them when you need them.
To that end, with how many creatures you currently have that give the rest of your goblins haste, I do feel that Racecourse Fury is a bit redundant. Personally, I'd ditch it and Hellraiser Goblin, and add in second copies of Goblin Chieftain and Goblin Warchief.
You currently have Roar of the Crowd in the deck, and Mob Justice and Goblin War Strike in your maybeboard. All three are sorceries that do damage equal to the number of creatures this deck has in play. The only difference is in the mana cost. GWS does it for the least amount of mana. If you're going to use any of them, use that and ditch the others.
Finally, If you're running Krenko, Mob Boss, Impact Tremors will be your best friend. Trust me on this.

kellen.rice on Krenkos goblin factory

1 month ago

I think you should add more sacrifice outlets such as Goblin Bombardment along with Boggart Shenanigans. With sac outlets and a Thornbite Staff, you can go infinite with Krenko. You should also add cards like Gempalm Incinerator, Mob Justice, and Kyren Negotiations.

IvyLeaguerCU on Lovisa's Horde EDH

1 month ago

Do you think Mob Justice, Massive Raid, or Dogpile would fit?

Wicked_N_Irish on Purphoros and Krenko (Multiplayer EDH Primer)

1 month ago

Yeah, I like your strategy! I've won games I shouldn't have with Mob Justice and Massive Raid. I have a similar set up in my MOAR GOBLINS!!! deck. If you're interested in getting Krenko more consistently, you can add a Goblin Recruiter or a Goblin Matron. I se them to fetch Zada, Hedron Grinder to buff up ALL of my goblins.

Wicked_N_Irish on Purphoros and Krenko (Multiplayer EDH Primer)

2 months ago

Mob Justice and Massive Raid have saved my ass when effects like Propaganda or Safety Sphere are in play.

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