Mutiny

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Oathbreaker Legal
Modern Legal
Arena Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Rivals of Ixalan (RIX) Common

Combos Browse all

Mutiny

Sorcery

Target creature an opponent controls deals damage equal to its power to another target creature that player controls.

Mutiny Discussion

multimedia on Davy Jones Pt.2

3 months ago

Hey, saw your forum topic asking for help.

Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.

The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.

There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.

Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.


My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .

11 cards to consider cutting to add more lands:


Other cards to consider cutting to make 100 cards:

As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.

Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.


Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.

For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.

Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.

Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.

I offer more advice if you would like. Good luck with your deck.

The_Adjourner on A choice that really isn't (Creature Grief)

8 months ago

This is the current deck I'm running because I don't have all the cards that I want for this and i've gone 25/2/0 in MTG Arena so far - I'm thinking of switching this up to UBR but this idea can really just work for any colors you prefer, I just Like the combo with white because of return creatures I need and low cost damage spells for creature removal similar to red but triggers at different times.

It's been 5 years since I've last played and I'm really enjoying this block so far in standard - any help is much appreciated.

As of release for Ravnica Allegiance Day one this is what I currently have for it, I'm just so sick of everything being so creature aggro based I figured i'd put together something to mess with people's heads if they play that way.

Caerwyn on Does Mutiny work on creatures ...

9 months ago

To add a few more abilities to the list, non-keyword abilities may also be implicated by Mutiny. Any ability that reads "whenever X deals damage" (ex. Putrid Warrior) or or "whenever X deals damage to a creature" (ex. Bellowing Fiend) will also trigger.

However, abilities that read "whenever X deals combat damage to a creature" (ex. Death Charmer) will not trigger due to Mutiny, as Mutiny does not result in combat damage.

Kogarashi on Does Mutiny work on creatures ...

9 months ago

If a creature is dealt damage by a source with deathtouch, it'll be destroyed as a state-based action. It doesn't matter if the damage comes from combat, a direct damage-dealing ability (such as from Hermetic Study), or due to effects like Mutiny, Rabid Bite, or Epic Confrontation.

Mutiny doesn't need to specify that deathtouch and similar abilities still apply. That's a function of deathtouch itself (that any damage dealt by that creature qualifies).

JoanieBall on Does Mutiny work on creatures ...

9 months ago

If I play Mutiny and target my opponent’s creature (that has deathtouch) does deathtouch still kill the creature? Because the wording on the card says “ deals damage equal to its power to another target creature” that makes it sound like I only can use the attack power and no other ability apply.

hydrothermia on run away!

1 year ago

I concur with TepigAggro on the need of Guttersnipe. I'd also look into Doublecast, Mutiny, Sarkhan, Fireblood and/or Jaya Ballard. For sideboarding I'd include at least Smelt and Lightning Mare. You could find use for Blood Sun or Alpine Moon.

WolfBream on Guttersnipe Deck, any thoughts?

1 year ago

After seeing the core set 19 cards, I decided I want to make a mono red deck that will survive the rotation coming in the fall. The whole strategy behind this deck is to do increments of damage to my opponent's health through Viashino Pyromancer, Burn Spells, and Guttersnipe. Are there any thoughts/ suggestions?

Main:

Creatures (21):

4 Guttersnipe 4 Viashino Pyromancer 4 Ghitu Lavarunner 3 Dismissive Pyromancer 3 Fanatical Firebrand

Instants (12): 4 Wizard's Lightning 4 Shock 4 Lightning Strike

Enchantments (3):

3 The Flame of Keld

Sorceries (3):

3 Mutiny

Land (21):

21 Mountain

Total: 60

Sideboard:

3 Smelt 2 Repeating Barrage 2 Fervent Strike 2 Reckless Rage 2 Warlord's Fury 1 Makeshift Munitions 3 Goblin Chainwhirler

Thanks in advance,

WolfBream

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