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
1 day ago
Dann wuerde als finisher Mob Rule noch ganz gut passen.
2 weeks ago
Interesting point about Grab the Reins. I was looking for low CMC Threaten effects that are instant. I want both defense and offense. The sorcery speed cards are mostly unable to provide defense. Besmirch does provide defense, so it is actually a decent option, and I even considered putting Grenzo, Havoc Raiser back into the deck for more goad/pillage effects, but the dependence on attacking creatures makes Grenzo questionable. Besmirch does not have that dependence as much. Act of Aggression is more expensive, but does what Grab the Reins does, only it untaps and gives Haste, and it has the CMC flexibility of phyrexian mana if I need to cast it earlier. I also have a Disharmony that is asking to be played, but the only use it has is for defense, making it an awkward combination of half-fog, half-removal/control/combat trick. I am not sure if it will make the cut, but I will try it out. Kari Zev's Expertise may be great, with the number of <3 CMC cards in the deck, but a large number of them are reactive spells, so I am not sure how often it would pay off. I ordered one for testing anyway, thanks for the tip. Harness by Force would give a middle ground between the normal single target Threaten effects and the multi-target Insurrection/Mass Mutiny/Mob Rule, and could swing games, but is less flexible than Word of Seizing. The only real issue I have with Word of Seizing is the higher CMC, which may be something I just have to get over. Zealous Conscripts is an interesting option, but too many decks have it, and it may scream combo, which I don't want. I will have to play with the rest of these some to find out what I like. Cards like Backlash and Delirium have been really strong for this deck, and I could see any of the Threaten effects doing the exact same work, plus having potentially more flexibility. I will likely cycle through all of them, and every time I draw/play one, I will ask myself if I would have rather had one of the other ones in the list instead.
The other option I was considering was beefing up the midrange elements of the deck some. I am not sure I would have enough card slots to make it worthwhile, and I would be afraid that adding more overt offense would paint more of a target on my head. I would need midrange options that are significant defensive additions, that happened to come with some offense. I think Dread is a good example of this, but Jotun Grunt could make the cut as well, for it's graveyard work that can be used for my own recursion and as anti-reanimator tech. Midrange elements would potentially help against Stax and more reactive decks, but my meta actually frowns on Stax, so this would be a change to prepare for stepping into other metas, and may not really ever pay off. I think adding to what the deck already does through the addition of Threaten effects is probably the better plan that shifting to more midrange, even though it would be mostly useless agains other reactive decks.
As a side note, I have really liked Burning Wish, but had poor outcomes with Death Wish. The Wishboard has been fun, and does create a lot of flexibility, without being totally overpowered. I may work on the contents of the Wishboard as I go along, but I will be replacing Death Wish with a Cruel Tutor I just traded for.
2 weeks ago
Props on doing the unconventional thing while deckbuilding.
If I were you, I'd protect Marton by any means necessary. A Saproling token could block him and kill him unless you have precautions. Darksteel Plate and the like comes to mind.
Then, I'd say your average CMC is a little high, especially for only 35 lands. Cut some of the least helpful Dragons once you get to playtest. If it's 6-7 CMC, it should absolutely cripple your opponent. You should only need one Dragon to buff your team and swing in with Marton. Plan to finish an opponent every time you swing -- you've gotta have a low enough curve to take your opponents by surprise and damage them for 15-ish by the time you swing in with Marton and co. on T5 for lethal. Insult / Injury, Mob Rule, Curse of the Nightly Hunt, Zurgo Bellstriker, Fervor, and the like will help with that plan, I think...
Love the deck. I've got a similar deck @ One-Punch Woman (Primer) that might help with your strategy, even though the colors are slightly different.
1 month ago
1 month ago
Your mana curve seems a bit high. I think you should add some mana rocks (Ruby Medallion, Fire Diamond, Sol Ring) and card draw or wheel effects (Reforge the Soul, Magus of the Wheel, Wheel of Fate, Mind's Eye, Faithless Looting). Since you're mono-red, Nykthos, Shrine to Nyx and Caged Sun are great.
2 months ago
Olivia Voldaren is the vampire's red/black commander. gives you access to more vampires, and things like Mob Rule and Insurrection.
Kalitas, Traitor of Ghet - can be good, and hoses recursion decks.
Yahenni, Undying Partisan - is also a fun vampire to take the mono black helm.
I have not seen him used for a while, but Anowon, the Ruin Sage also works as a good mono black choice.
3 months ago
Hey, welcome to Commander :)
A few general tips:
1) I agree with a previous poster about lands that come into play tapped. You may have too many and they could be slowing you down. Transguild Promenade and Rupture Spire in particular are really slow because of the mana you need to pay. Some good dual lands are the "have lands" like Sunpetal Grove because they sometimes come in untapped. Also, I like the "temple" lands because I think scrying is worth them coming in tapped.
2) I would include some more "ramp" cards that get you mana faster. You have some which is great, but since you're using green you have tons of great options. Sakura-Tribe Elder, Explosive Vegetation and Rampant Growth are all good budget options.
3) I agree with a previous poster about picking more of a direction for how you want to win. If you want to use your Commander's extra land drop, please check out my deck (thanks for the shout out aphexed667. If you want to play the more wait and see game, I recommend cards like Illusionist's Gambit, Besmirch, Mob Rule, Sphere of Safety, and Dawn Charm. Cards that will protect you and use your opponent's weapons against themselves. Totally depends what direction you wanna go in.
Hope this helps