Mark of Mutiny

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Iconic Masters (IMA) Common
Planechase Anthology (PCA) None
Magic 2013 (M13) Uncommon
Planechase 2012 Edition (PC2) Uncommon
Zendikar (ZEN) Uncommon

Combos Browse all

Mark of Mutiny

Sorcery

Gain control of target creature until end of turn. Put a +1/+1 counter on it and untap it. That creature gains haste until end of turn.

Mark of Mutiny Discussion

jessniem on Marchesa's Dominance

2 weeks ago

Hi, I would switch Slave of Bolas to Mark of Mutiny . It’s cheaper and adds a counter to the creature.

king-saproling on

3 weeks ago

Looks like a great start! Definitely seems powerful for a first EDH. You might like these: Blade of the Bloodchief , Iron Bully , Thalakos Deceiver , Mark of Mutiny , Press into Service , Unity of Purpose , Drana, Liberator of Malakir , Smothering Abomination , Aetherworks Marvel , Decree of Pain

I built a Marchesa deck around modular creatures if you want to check it out, maybe you'll see something you like.

multimedia on Davy Jones Pt.2

4 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.

multimedia on Cheesa and the board that never goes away

7 months ago

Hey Saint, I haven't had enough time to look over your deck enough yet to give detailed suggestions of cuts.

Some advice however is cut cards that don't give repeatable value. Key is repeatable. Creatures should be the priority because they are best with Marchesa. But this doesn't mean play 40+ creatures, still want to have a nice balance between card types. 30-35 creatures, 36 lands with 8x mana rocks is something to consider.

Captivating Crew is a creature who's ability is a repeatable steal creature effect. Crew is also a mana sink which is a good thing to have in Commander. Zealous Conscripts is also a creature, she can give you possible repeatable value of stealing your opponents permanents. These are more powerful than other cards that give you the same one shot effect such as Act of Treason , Threaten , Traitorous Blood , Slave of Bolas , etc. These cards are fine if you have reliable ways to recur them to cast them again, but you don't have that. You don't really need them because you have cards like Crew and Conscripts.

Mark of Mutiny is the only card with this type of one shot effect I would keep because it's only three mana and also puts a counter on the creature you steal which is good with Marchesa. Don't misunderstand some budget cards that give you a one shot effect are excellent, worth playing, such as tutors ( Gamble ), instant removal ( Chaos Warp ), counterspells ( Arcane Denial ) and low mana cost draw spells ( Brainstorm ), but these cards need to be powerful if you're only getting to use them once. In fact consider adding all of these?

The next place to look for cuts are the four and five drops since there's a lot of them and you don't need them all. All the four and five drops are good cards, but some are better than others. I honestly think you can consider ending the creature curve at six drops with Flayer of the Hatebound . The majority of the power level here is coming from the four and five drops. Can keep Nicol Bolas, Planeswalker as the top end since he's repeatable removal and steal your opponents creatures. The avg. CMC of your deck is currently 3.6 which is in my opinion high. Try to get this number less than 3.0 for smoother game play.

I don't think cards with graft in Grixis colors are worth playing. Graft as an ability for the +1/+1 counters synergies is lackluster. Consider Olivia, Mobilized for War ? She can be a repeatable source of +1/+1 counters for creatures as long as you have cards to discard.

More later :)

toastySmorc on Creature Burn

9 months ago

I still think you have too many suboptimal cards. Lightning Bolt is a strict upgrade over Shock , Soul's Fire / Reckless Abandon is worse than Fling and Seething Song / Mark of Mutiny does nothing. Arc Runner is also terrible because it can be easily blocked and it becomes 3 mana do nothing.

A good rule to abide by is to make sure your deck does one thing well, and only that one thing. Your deck right now is a bit all over the place, and there is a glaring flaw where you have no real way to refill your hand. Your sideboard is also weak to White Weenie, which is a popular deck right now so Electrickery is compulsory. I also don't see a situation where Perilous Myr can be boarded in. As a rule, sideboard is where you run hate cards, and tech against hate.

toastySmorc on Creature Burn

9 months ago

Try to look up the Izzet Blitz list. You definitely need more card draw just in case your first barrage doesn't kill.

Cut: Soul's Fire , Shock , Arc Runner , Perilous Myr , Mark of Mutiny , Seething Song , Reckless Abandon , Sure Strike , 2x Fireblast , 2x Ghitu Lavarunner and Thermo-Alchemist

Run: 4x Lightning Bolt , 3x Temur Battle Rage , 3x Nivix Cyclops , 3x Kiln Fiend , 3x Gush , 2x Ponder , 2x Fling , 2x Opt , 2x Gitaxian Probe , 2x Mutagenic Growth

Consider also running some dual lands such as Swiftwater Cliffs . Cycle lands are a good idea but Lonely Sandbar is better than Desert of the Mindful .

Sideboard: 4x Apostle's Blessing , 3x Counterspell , 2x Dispel , 3x Electrickery , 3x Tormod's Crypt ,

Load more

Mark of Mutiny occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%