Mugging

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Mugging

Sorcery

Mugging deals 2 damage to target creature. That creature can't block this turn.

mmogel on Watch Your Blocks

3 years ago

Bounty of Might seems weak, since to copy it, you're paying 6 to give one creature +9

Can you copy Blossoming Defense, Hunter's Insight or Ranger's Guile on other player's creatures?

Artful Dodge makes all opponents unable to block on attacks, as does Mugging, Off Balance, Renegade Tactics, Singe, Stun

All of the ___ Wisps cards, Expedite, Leap, Accelerate, Carom, Pressure Point, Quickchange, Refocus, will draw a ton of cards on a big board.

Also a ton of mass-damage, mass-bounce, mass-protection, mass-indestructible you could look at. Ex: Snap is a pseudo boardwipe that generates a ton of mana

Coletrain69 on Tremoring Goblins

4 years ago

Mugging may be a useful alternative to Tarfire as it wont allow a creature to block that turn, however you can't cast it on a player so they each have their own utility.

aogoli on

4 years ago

Do you think Mugging is a good option for this deck? I tested here and I cant tell. But it has such a nice minotaur art that matches the rest...

You chose not to use it because it may not be necessary to use creature damage?

TheMadRocketeer on Tier 1 Pauper Goblins

5 years ago

As a guy who loves goblins, I'm going to give this a good looking over. I play Casual, so Goblin Grenade is an automatic 4-of in any non-Commander Goblin deck for me. Looks like I need to go get play sets of Reckless Abandon (I have one.) and Goblin War Strike (New to me.) too.

One potential issue I see here is the low mana curve, believe it or not. With no draw, you're going to be top decking in a hurry. Another thing that can get to be a problem is tougher creatures that a mid-range deck will bring out once it stabilizes.

A few cards that can help:
Dragon Fodder
Krenko's Command
Hordeling Outburst, as mentioned above
Weapon Surge
Dynacharge
Brute Force
Mugging

Looks like a ton of fun to play.

landofMordor on Boros Aggro

5 years ago

Hey friend, this is a great GTC/DGM block deck. I think, though, you could increase your deck's effectiveness by branching out a little bit.

Lightning Helix, for example, is one of the best burn cards of all time, and was printed during RAV. It's far-and-above better than Mugging since it can go to the face. Similarly, try Lightning Bolt instead of Electrickery.

My best piece of advice, though, is that you don't have to have Battalion in order to attack effectively. Rigging Runner, other RW creatures with Raid/Battle Cry/Enrage, and things like Hero of Bladehold can be way better at the top of your curve than Foundry Champion or even Aurelia, the Warleader. Think about it this way -- it's to your benefit to end the game (by winning) before your opponent can ever reach 5-6 mana, because by the time they do, your 1-mana creatures will be outclassed, and it won't really matter how indestructible you can make them, because your opponent can cast haymakers like Gideon Jura, etc. Of course, you lose some of the cool Boros guild flavor that way, but it does make the deck perform better, I think.

TheMadRocketeer on one-drop goblins

6 years ago

If you're sticking with mono-red and one drops, there's still a number of cool things you can do, and I like the consistency and freedom from mana issues that can be had that way. A few suggestions within that framework:

Goblin Grenade - This one really is a must-have. Sells for about $1.
Mogg Fanatic - Surprisingly good 1-drop. Can clear away a pesky small creature, sneak in an extra point of damage when you need it, and even do damage twice when it makes sense to do so.
Quest for the Goblin Lord - A nice 1-drop booster for the goblin army.
Outnumber - Good for clearing larger creatures so the nasty goblin parade can march on in.

My Goblins 1.0 deck has a few nice 1-drop options that I've found quite useful.
Bonesplitter - Cheap power boost.
Goblin Gaveleer - A goblin that just looooves to carry that Bonesplitter.
Mugging - Great for getting damage past a deck that's beginning to outclass the goblins. Kills small problems and lets you evade larger ones.
Skullclamp - Great for adding draw to a deck like this one.

Goblin Lackey - Nice for sneaking in lords, but this deck is all-out rank and file goblins, so I don't recommend it for this build.

Two more that are superb but pricey.
Goblin Guide - Super super goblin, but at about $20 I can't convince myself to pay that for a game piece.
Legion Loyalist - Also very nice. Good relevant abilities. At about $8 apiece, I might buy 1 or 2 someday, but not today.

XBlaze on My Brother's Hydra Deck

6 years ago

I would say blue and red, because you could take out any bothersome creatures with Counterspell or Cancel or since there are a lot of creatures, maybe Nullify and for when you get attacked AEtherize and AEtherspouts. Sleep is good too. Now the red would be damage spells like Lightning Bolt or Shock or Mugging. You could put in some heavy hitter damage too like Comet Storm. Red is also good because it has some big creatures, like Hamletback Goliath. For blue creatures, I would put a few Talrand, Sky Summoner so you get a bunch of drakes, and you can kill him from the air. Hope you can beat him!

Armaros92 on Not Rakdos?

6 years ago

I like the idea of creatures not blocking, but then they can still attack the next turn. It also doesn't look like you intend to block much, so instant speed removal is a way of defending yourself on your opponent's turn. Removal leaves the board open and after you attack there is no longer a backswing coming.

I'd suggest Terminate to get rid of blockers, add in some Lightning Bolts (not super budget, but also not breaking the bank) and taking out the Seismic Stomp which is a dead card against a board with fliers, while Mugging still doubles as removal.

Along with Brute Strength you might want to look at Brute Force which does essentially the same but instead of adding trample it adds extra toughness, which can in turn save your creature from dying. If it lives another turn to hit you've dealt more damage with it than with +3/+1 and trample. Brute Force also has going for it that it is a 1-drop.

For more removal consider Dreadbore, Burn from Within, to deal with planeswalkers and indestructibles as well.

Hope it helps!

Load more
Have (2) SunshineDynamo , ajmcnulty
Want (0)