Mutiny

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Arena [BETA] 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.

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Mutiny Discussion

Murphy77 on U/R Champion of Bogle

1 month ago

Have you considered Squee, the Immortal in place of Storm Fleet Swashbuckler?

I would tend to drop Fling in favour of Tempest Djinn, but would also consider Mutiny as a way to limit the number of creatures that your opponent gets onto the field.

Murphy77 on Immortality at a price

1 month ago

Hour of Revelation and Revel in Riches just seem iffy in this deck. I seem to remember a card in DOM with a similar effect to Kari Zev's Expertise that could be a good addition. Trespasser's Curse seems to work on a number of levels. I also like Mutiny for a deck like this. Blackblade Reforged could really pump up your legendary creatures...

I just don't think that this deck is competitive yet - but the idea does show some promise.

BuzzKi11 on ZACAMA BRAWL (REAL)

2 months ago

You're running 3 colours roughly evenly divided which is pretty hard with the fixing we have in standard legal cards right now. I think you'll struggle a lot of the time with early plays when the lands you've drawn don't line up with the creatures you want to cast. Your average CMC is pretty high so I suggest focusing your early plays on mana dorks, ramp, fixing, and dinosaur cost reduction cards.

Suggestions:

  1. Focus on two colours. Get rid of any CMC 2 cards that have your third colour. Reserve the third colour for the high value mid-late game creatures.

  2. Better Mana. I would look at running all the dual lands you can. They Amonkhet cycling lands come in tapped but they fix your colours. They also can cycle which is great late game. Field of Ruin can be great. You can destroy your oppoent's flipped land and/or fetch a basic colour that your need. Evolving Wilds. Lands that enter tapped do suck but you really need to worry more about actually being able to cast your big dinosaurs. Consider even going up to 25 lands with the average CMC of your deck.

  3. More mana dorks. Replace some of those small creatures with mana dorks like Channeler Initiate and/or Druid of the Cowl. I disagree with JaceSeeker and think that Knight of the Stampede can be relevant in casting your 7-8 mana dinosaurs. Mana dorks are fragile, but they are bodies on the battlefield early in the game and discourage free attacks.

  4. Mutiny is probably not very relevant. Your creatures will be the biggest on the battlefield and getting rid of one oppenent's smallest creature is not what you want to be doing. Cast Out is in your colours and can hit real threats of gods, planeswalkers, artifacts, enchantments. Plus, it can be cycled away if it's not relevant.

  5. Panharmonicon should be removed. I love this card, but you don't have enough ETB effects to make it relevant.

JaceSeeker on ZACAMA BRAWL (REAL)

2 months ago

Im curious why do Hour of Devastation? Its gonna end up cleaning your board and doing more harm then good, I believe you should look into small burn spells abuse the enrage RileReckless Rage. Also playing red I would throw in a combat trick of two like Crash Through, it would really help when going up again token heavy strategies. Also consider Kari Zev's Expertise I believe it would be good for you, especially during those rare cases when you can take a creature, swing, then Mutiny it with an enrage creature to get the most band for you buck.

I would toss the Knight of the Stampede he doesnt really do much for you by the time he gets out. Have you considered Wayward Swordtooth or if you looking to keep cost down Charging Tuskodon, Frilled Deathspitter

skulstads on Immortality at a price

2 months ago

AiryNeonthat is the core idea. However i need help on how to make it more competetive as i know it wont hold up vs creatureless etc.

Drimilyon should probably keep it in sideboard. Or swap it for Mutiny or smth else

Murphy77 on Microlight Attack

3 months ago

If you want your main focus to be unblockable attack, you could always go with something like Simic Sliders 2. In this deck I tried 2 other sub-themes - Enigma Drake as a finisher in an unblockable deck - and 1-drop instants and sorceries that could add an element of control.

2 things - Mutiny doesn't need to kill off an opponent's creature, just make it vulnerable to Magma Spray or Lightning Strike. Dive Down gives 1 of my creatures a 1 turn protection against creature removal, board wipes and attacks. Sure, something like Shock could fill this slot, but I am looking for a resilient balance of aggro and control and want to play as many 1-drops per turn as possible.

Yeah, I need to find some extra card draw for this deck before it will work as I envisioned.

Shwang on Microlight Attack

3 months ago

It's definitely a different take on a deck than the one I made. A lot lower of a mana base, and not as much focus on unblockable, but still very cool! I'm not a big fan of Mutiny because they have to have 2 creatures out, and one has to be able to kill the other, and the smaller one has to be the more important one to kill. Meh. I think with Lightning Strike and Magma Spray, you should be fine. I might have to use Magma Spray in my deck. Very good card, especially against the new monsters deck in standard.

I think since you're going for aggro, I'd get rid of Dive Down and focus on getting the kill ASAP. Since you're going for Prowess with Soul-Scar Mage and lots of instants/sorc with Enigma Drake, I suppose I'd switch those out with other instants/sorcs... maybe pump ups or direct damage to player.

Cheers

Legendary_penguin_of_death on Everything dies to everything

3 months ago

Hey Murphy77! Thanks for taking interest in the deck! The reason I chose Harnessed Lightning over Lightning Strike is so I can play Aether Hub. Evolving wilds is very slow and this is an aggro deck so tap lands arent ideal. I really would like to try to squeeze as many lightning strikes in here as possible but I dont know what to take out. Shake the Foundations is probably my weakest removal but cantrip removal is just so good. I could take out my flip lands but search for azcanta works well with Enigma Drake and is late game CA. I guess Ill still take it out tho. I will take out Vance's Blasting Cannons  Flip for a lightning strike for sure. I will play around with it and see.

Mutiny is a card I considered but decided against for one major reason. I dont like it because it doesnt deal damage from a source I control. Soul-Scar Mage specifies a source you control and it therefore doesnt put -1/-1 counters on creatures. It makes getting hazoret off the battlefield quite difficult.

As for your list. I like a that you fit lightning strike in. I dont think Harsh Mentor should be a mainboard card. Im torn, lightning strike but evolving wilds vs harnessed lightning gaining Aether Hub.

Thanks for commenting! I will make some adjustments from your suggestions.

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