Mob Rule

Legality

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

Printings View all

Set Rarity
Fate Reforged (FRF) Rare

Combos Browse all

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.

Mob Rule Discussion

xaarvaxus on Chris Lashbrook

2 weeks ago

Theater of Horrors looks like it could be great card draw with the commander as her own card draw ability has a cheaper activation and hits for more damage. Pay and essentially draw 2 plus deal 2 life loss seems good plus you can always go back and continue to play exiled cards from the Theater as long as it stays play.

Curses typically aren't great cards [hasn't stopped me from putting a curse subtheme into my vampire deck] but maybe Curse of Death's Hold to gain a combat advantage vs one opponent.

While its not strictly 'chaos', I've always found effects like Mob Rule and Insurrection pair well it thematically.

You might still want a Terminate , Bedevil or Hero's Downfall for a little more control of the battlefield even if they are just efficient and/or flexible instead of flavor wins.

Lokotor on Marchesa, On the way to the top!

2 months ago

I'd cut Herald of Secret Streams for reason's I'm sure you're aware and Mob Rule because it's high CMC and i'm not sure it's going to always play well forcing you to choose one mode.

Replace them with Riptide Entrancer and Thalakos Deceiver both are Wizards and both fit the steal creatures plan that you have as a sub theme.

carpecanum on Thromok And Friends

2 months ago

the most hilarious card with Thromok is Insurrection but it's hard to get mana to cast both in the same turn. Mob Rule is a little more doable.

Predator Dragon is fun if your opponents think you can't cast your boss or that he can be chump blocked.

You NEED a Mage Slayer

ZendikariWol on

4 months ago

Okay. So one card that has proved to be a heckin blast in my experience: Mob Rule. I ran this in a jund aristocrat deck, my friends wanted to kill me. It was a good time.

pokepower116 on Xantcha, Woke Agent

6 months ago

Gleeock Oooh I love the deck! Nature's Revolt seems pretty disgusting in this kind of build... I secretly love it. I also didn't know about the "hunted" cycle! Seems really interesting and it looks like it might be exactly what this deck needs. I can make my opponents attack every turn, but when they have no creatures to attack with it doesn't really help anything. Also Varchild, Betrayer of Kjeldor looks even better now that I take another look at her; I'll have to consider her for this deck too.

As far as redirect spells are concerned, I'm not sure what I would use them on! There's nothing really that this deck plays that needs to be protected from targeted removal except from Xantcha herself and maybe a couple huge enchantments like Havoc Festival. I LOVE the redirect spells in my Zada, Hedron Grinder deck because they effectively work as counterspells for my opponents' counterspells, but not sure how they would really help in this deck. Can you explain a little further?

scumbling1 Thanks for showing interest!! It's still a little too early to tell what's good and what's not but I was able to play two games with her using a proxy for the commander (because my cards finally arrived a couple days ago!) and I'll give you my first impressions below before I give a "formal" update after I get to jam a few more games.

First game I played went pretty horribly. Got mana screwed but I think that was moreso bad shuffling and WAY too greedy of a keep (2 lands and a Star Compass). I was only able to get a Spellshock and Xantcha to stick in the early game. Xantcha was great because I was able to use her activated ability to try and draw myself into lands, but I had to go about 4-5 cards deep before I even found another land. By the time I was able to play Painful Quandary my opponent combo'd off and took out the table. The deck ran 9 mana rocks and 35 mana producing lands (excluding Glacial Chasm and Maze of Ith at the time, which I felt was plenty. I added Thaumatic Compass  Flip to help consistently get land drops and change into a functional Maze of Ith for the late game, but might also replace one or two of the weaker mana rocks with a 36th/37th land for more early game consistency. I'd want to play a few more games though since this was a greedy keep and the first game I've played.

Second game was MUCH better. My opening hand was 3 lands, Sol Ring, Last One Standing, War's Toll, and Manabarbs. Thanks to the early ramp I was able to get Xantcha and my damage dealers online much quicker. I drew into Eidolon of the Great Revel (which didn't really do much damage that game), Furnace of Rath, Spellshock, and Exsanguinate. Unfortunately, we made a ruling mistake that allowed me to do much more damage than I was supposed to. We didn't know that War's Toll's trigger doesn't draw the mana from your lands when you tap them. Because of that, Manabarbs ended up dealing about twice the amount of damage it was supposed to. With that all being said, I was able to play Furnace of Rath, have it survive a turn around the table, and then Exsanguinate (where x=7) for 14 damage and gain 52 life. Then for the remaining player, I cast Mob Rule to take the majority of their blockers and knock them out of the game. Even though there was the ruling error that caused me to deal more damage than I was supposed to, the deck was still sitting in a prominent position and probably would have won regardless. The only complaint I had with the second game was that it took until ~turn 4 before I felt like I was really impacting the game. I wish there were more cards like Harsh Mentor, Eidolon of the Great Revel, or Pyrostatic Pillar that I could replace some of the top-end cards with. I really wanted to order Polluted Bonds for the deck for the constant damage and lifegain, but considering the curve of this deck I think I'll hold off on it.

No more major changes slated until I get to play a couple more games with it! Like I said, would love to add more low cost cards.

OtisserieChicken on How to Lose Friends and Infuriate People.. for $99

6 months ago

a couple Mob Rule effects could be really cool. Steal their stuff, swing in and sacrifice for value!

The_Cardinal on Sea-Borne Criminality

6 months ago

So ! The deck contains some cards that I like a lot. But ! There are some cards that I don't understand.. Tricks of the Trade can be replaced by Aether Tunnel. Traitorous Instinct can be replaced by Mob Rule. Also, I think you need more creatures. Your commander needs at least 3 creatures on board, but only 1/4 of ur deck is creatures. Also, I reeeealy think Dark Nourishment is a bad card. Good luck with your deck ! Building Commanders isnt easy.

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Mob Rule occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Red: 0.04%

Rakdos: 0.04%