Mob Rule

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Fate Reforged (FRF) Rare

Combos Browse all

Related Questions

Mob Rule

Sorcery

Choose one —

  • Gain control of all creatures with power 4 or greater until end of turn. Untap those creatures. They gain haste until end of turn.
  • Gain control of all creatures with power 3 or less until end of turn. Untap those creatures. They gain haste until end of turn.

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Mob Rule Discussion

S1ydevi1 on Neheb, the Eternal: Spinning Wheels

4 hours ago

Won a game last night after casting only 3 spells. Turn 3 Dire Fleet Daredevil, turn 5 Neheb, turn 6 Mob Rule. The Edgar Markov deck already had 3 lords on the board, plus Sanctum Seeker. The Arahbo, Roar of the World deck had 5 creatures and a Collective Blessing. The Karametra, God of Harvests deck had Karametra online. So, Mob Rule for power 4 or greater took everything, swing, kill 2 players and add like 70 mana post combat. Runehorn Hellkite with a sac outlet allowed me to spin wheels into a Rolling Thunder to finish off the third player.

MegaMatt13 on Queen Marchesa: Politics, Aikido, and Control

1 day ago

Totally agree with Disrupt Decorum and Word of Seizing being top two favourite. The 5 CMC is annoying on Word of Seizing but the split second is surprisingly often relevant.

For YOUR deck, I think I would suggest trying out Blind with Anger. You focus on instants and the Sunforger Package more than I do and it would be great for you to have a threaten effect you could tutor for with Sunforger. See how much the "non-legendary" downside comes into play. It is a fairly steep downside not being able to steal people's Commanders, but maybe the instant speed/Sunforger ability is still worth it.

My next highest suggestion for a threaten effect if you are forgoing a Sunforger target would be return to Besmirch. It forces opponents to do what you want them to do, become aggressive against each other.

I probably wouldn't go Molten Primordial or Mob Rule in this deck. I know you've allowed a little more higher CMC creatures, but I think one strength of your deck is that overall it is still low CMC and flexible. Putting in another 6-7 drop may be tilting the balance a bit too much.

Just my thoughts and good luck! :)

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

1 day 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.

GeeksterPlays on Help With Protection Card Rules

1 day ago

Depending on the colours you run and how much you're wanting to build a deck just to combat that specific token threat, there are lots of answers to pesky token-making decks.

BLACK: Illness in the Ranks, Bile Blight, Engineered Plague, Massacre Wurm could just kill him on the spot, Echoing Decay,

BLUE: Leyline of Singularity, Stifle his Krenko, AEtherspouts attackers, Cyclonic Rift overloaded, Wash Out choosing red, Stormtide Leviathan, Echoing Truth

WHITE: Path to Exile Krenko, Wrath of God, Day of Judgment, Fumigate, Planar Outburst, Lightmine Field, Magus of the Tabernacle, an Elesh Norn, Grand Cenobite will stop him playing anything ever again, Magus of the Moat, Ghostly Prison, Leyline of Sanctity stops all burn spells

MULTICOLOUR: Supreme Verdict, Merciless Eviction, Pernicious Deed,

ARTIFACT: Ratchet Bomb, Scourglass, Maelstrom Pulse,

Or play dirty and play RED back against him; Blasphemous Act, Volcanic Fallout, Pyroclasm, Anger of the Gods, Scouring Sands, Circle of Flame, Mob Rule and take all the goblins and kill him with them!

ZEIO on Nom Nom Nom

4 days ago

chadsansing I had a vamp tutor I swapped for Mob Rule. I'm going to look for a Blood Artist which I'll probably take the Steel Hellkite out for. I have not tested out a Doubling Season as yet no.

bob_jones07 That looks really good for getting rid of opponents answers. Not sure what I'd remove for it though. Perhaps the Vampiric Rites make opponents discard instead of me drawing...

Akujiki on Pirates of Dark Water

5 days ago

For the stealing theme I have some suggestion that are not crazy expensive, that you might be intrested in :

RedMulligan on Starting in Commander?

3 weeks ago

So here's a list of the cards that I got for the deck:

However, there's plenty of things I know I need, and some things I might consider (thanks to edhrec.com).Holy crap, that's a lot of cards. What I want to do right now is have Kess play the support role while I tutor up Nekusar to play. As soon as I can start nabbing the wheels for Nekusar's pain, Kess's ability will allow me to cast them back for more wheel-y fun times (for me, at least). That way, people won't realize that this is actually a Nekusar deck: he's hiding, ready to strike! But my biggest problem is discerning which of these 150+ cards I need to whittle down to about 65, and also figure out how many lands I need to play. I've got a little money to spend, and this list is about as far as I'll go cost-wise.

Bezter on Uril

1 month ago

Nice budget deck!

I think Celestial Mantle could be great here. Eldrazi Conscription is a little high on the budget, but it could be a good finisher.

Daybreak Coronet. Easy to enable, low CMC, lots of upsides. Vigilance is very helpful. Along with the +3/+3 (Which is really +5/+5 with Uril's ability), first strike, AND lifelink, I think this card is a great include.

Some more budget suggestions I have include:

Vow of Duty. Again, vigilance is good because you'll have a massive attacker and blocker should you need him. Additionally, you don't want your opponents stealing your big Uril with Mob Rule or Insurrection or something. Keeping you protected from your own guy can be important.

Possibly Flickerform to help save Uril from board wipes. You don't want to get 2-for-1 or 10-for-1ed with a simple Wrath of God.

An equipment, but Assault Suit can be good too. Sacrifice is one of the only ways to kill Uril since he has built-in hexproof. Giving Uril an Assault Suit can prevent him from being sacrificed by many things, including Celestial Flare, Wing Shards, Crackling Doom, and many others.

Hope these suggestions help! I like the low budget! Feel free to check out my budget Zurgo EDH deck: "Helmsmasher? I barely know her!"

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