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Amphin MutineerHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Tarkir: Dragonstorm Commander· April 11, 2025
Carte Magic Amphin Mutineer

Amphin Mutineer is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

When this creature enters, exile up to one target non-Salamander creature. That creature's controller creates a 4/3 blue Salamander Warrior creature token. Encore {4}{U}{U} ({4}{U}{U}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

Complete guide

Amphin Mutineer is a versatile blue creature that provides powerful removal while offering a late-game surge through the encore mechanic. Whether you are exiling a threat or creating a fleet of Salamander Pirates from your graveyard, this card demands respect at the table.

Exiling Threats for Salamanders

When Amphin Mutineer enters the battlefield, you may choose up to one target non-Salamander creature. Upon resolution, that creature is exiled, and its controller creates a 4/3 blue Salamander Warrior creature token. Note that the target must not be a Salamander; if the target becomes a Salamander or gains protection from blue before the ability resolves, the entire ability fails, and no token is created.

The Encore Mechanic

Encore is a keyword that functions only while Amphin Mutineer is in your graveyard. By paying its encore cost as a sorcery and exiling the card, you create a token copy for each opponent you have. These tokens gain haste and must attack the specific opponent they were created for if able. At the beginning of the next end step, these tokens are sacrificed. Because these tokens also trigger the enter-the-battlefield ability, a single encore activation can exile a creature from every opponent simultaneously.

Common Mistakes

A common misconception involves the sacrifice clause; if a token is no longer under your control when the end step trigger resolves, you cannot sacrifice it, and it stays on the battlefield. Additionally, remember that exiling the card from the graveyard is part of the cost of activating encore. Once you announce the activation and pay the cost, opponents cannot use graveyard removal to stop the ability from resolving.

When to Play Amphin Mutineer

Use this card when an opponent controls a problematic non-Salamander creature that you cannot destroy through conventional means. In multiplayer formats like Commander, save the encore activation for a turn where you need to clear multiple blockers or push for lethal damage, as the sudden appearance of multiple 3/4 bodies and the subsequent removal of three opposing creatures can swing the game state entirely.

Interaction examples

Multiplying the Mutiny

If you have Roaming Throne on the battlefield with 'Salamander' chosen as the creature type, Amphin Mutineer's ability triggers twice when it enters. You can target and exile two different non-Salamander creatures, and their controllers will each receive a Salamander Warrior token for each creature exiled.

Exiling the Sad Robot

When Amphin Mutineer enters, you target Solemn Simulacrum. Upon resolution, Solemn Simulacrum is exiled. Because it was exiled rather than put into the graveyard, its 'When this creature dies' ability does not trigger, preventing its controller from drawing a card. The opponent then creates a 4/3 blue Salamander Warrior token.

The Encore Process

In a game with three opponents, you activate Amphin Mutineer's encore. You exile it from your graveyard and create three tokens. Each token enters and triggers its ability, allowing you to exile one creature per opponent. Each opponent whose creature was exiled creates a 4/3 Salamander Warrior token. Your three Mutineer tokens attack their respective opponents and are sacrificed at the end of the turn.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Amphin Mutineer

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If an effect stops a token from attacking a specific player, that token can attack any player, planeswalker, or battle, or not attack at all. If the effect stops the token from attacking a specific player unless a cost is paid, you don't have to pay that cost unless you want to attack that player.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Exiling the card with encore is a cost to activate the ability. Once you announce that you're activating it, no player may take actions until you've finished. They can't try to remove the card from your graveyard to stop you from paying the cost.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Opponents who have left the game aren't counted when determining how many tokens to create.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    The tokens copy only what's on the original card. Effects that modified that creature when it was previously on the battlefield won't be copied.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If the target non-Salamander creature is an illegal target by the time Amphin Mutineer's ability tries to resolve, the ability doesn't resolve. No player creates a Salamander Warrior token.

    Card named in this ruling

  6. #6· Wizards of the Coast

    If one of the tokens can't attack for any reason (such as being tapped), then it doesn't attack. If there's a cost associated with having it attack, you aren't forced to pay that cost, so it doesn't have to attack in that case either.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If one of the tokens somehow is under another player's control as the delayed triggered ability resolves, you can't sacrifice that token. It remains on the battlefield indefinitely, even if you regain control of it later.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    Each token must attack the appropriate player if able.

    No other card is named in this ruling.

Related cards and tokens

02

Legal formats

legacyvintagecommanderoathbreakerduel
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