Mob Rule

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.

Latest Decks as Commander

Mob Rule Discussion

carpecanum on Zada Brewing 04/22

1 month ago

Stolen Strategy could give you access to more creatures and spells. I wouldn't consider it in 1v1 games.

Snake Basket maybe and I would definitely try out Mob Rule for more creatures to target.

xram666 on Du hast einfach bessere Karten

3 months ago

I would add some free sac outlets or at least sac outlets that stay on the battlefield:

Maybe:

Another cool sac options:

Some other cards:

you may want to have a look at my deck Everything is mine!

carpecanum on Klauth, Unrivaled Ancient *C*

3 months ago

Insurrection and Mob Rule before you attack, Strength of the Tajuru during your attack after you get the mana.

Maybe Fanning the Flames over and over

Flameblast Dragon is not particularly useful with this boss. Maybe Primeval Protector, Nessian Boar, Thunderfoot Baloth or Grothama, All-Devouring. Big guys that come out before your boss hits the field

seshiro_of_the_orochi on Invincible

5 months ago

I'm very sure this is far too slow for modern, but I really like this as a casual deck. Seems very well built.

If this were my deck, I'd change some things:

Grim Haruspex is better than Morbid Opportunist. A third Yahenni seems important to actually draw enough of your finishers. If they are too expensive or you'd like another good creature that can draw cards in addition to dealing damage, Smothering Abomination mught be worth a look. Maybe include it instead of three of your sixteen sac fodder creatures. That number definitely seems too high.

Finally, two copies of Mob Rule in addition to three copies of both Claim the Firstborn and Bloody Betrayal. Seems overkill. You'd even sometimes have spare copies of the six Threaten effects, and against creature-light or creatureless decks, there are up to eight dead cards in your deck. Maybe consider some copies of Rise of the Dread Marn to give you additional fodder on a big turn? Also, Raise the Draugr could actually be quite useful. At worst, it just recurrs one creature, but it can also recurr both Yahenni and Immersturm predator for a mere mana.

RambIe on What to do against Rakdos, …

8 months ago

play it out
he drops Rakdos, Lord of Riots, on your turn you play any Act of Treason effect move to combat and swing
A. He chump blocks killing off a lesser creature to the general
B. He big blocks killing his own general
C. He can't block he takes 6 general damage (yes you can loose to your own general) and you then utilize Rakdos, Lord of Riots to cast Zada, Hedron Grinder for plus what ever other creatures you want to unload in your hand
No matter how it plays out its good for you, now if you can consistently take his creatures swing them,then sacrifice it before the end of your turn you will be able to control the board state and easily take the win, this strategy is powerful no matter what deck your facing. be sure to include plenty of low cmc single target can trips to reload your hand, and toss some board wipe effects like Mob Rule,Insurrection, Radiate+ Any Act of Treason

lil_cheez on Kick Dick, Nutbreaker

9 months ago

Orange+

Thanks for the compliment! This is one of my favorite decks to play. I only don't run Insurrection because I don't own one, but Mob Rule does a good budget impression of that!

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