Mob Rule 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.
Official card text
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.
Complete guide
Mob Rule is a high-impact red sorcery that can instantly turn the tides of battle by seizing your opponents' armies. Whether you are facing a swarm of small tokens or a few massive behemoths, this card allows you to command them for a single, devastating combat phase. It is a premier finisher in Commander and multiplayer formats where board states become crowded.
Choosing Your Mode
When you cast Mob Rule, you must immediately choose one of the two modes: taking control of creatures with power 4 or greater, or those with power 3 or less. This choice is made during the casting process and cannot be changed later. The spell only checks the power of creatures currently on the battlefield as it resolves. If a creature's power changes after Mob Rule has finished resolving, you do not lose control of it, nor do you gain control of new creatures that shift into the chosen power range.
Resolution Step-by-Step
First, the spell identifies all creatures on the battlefield that meet the power requirement of the chosen mode. Second, you gain control of all those creatures simultaneously until the end of the turn. Third, the spell untaps those creatures, ensuring they are ready for combat even if they attacked or were tapped previously. Finally, they all gain haste until end of turn, allowing you to attack with them immediately.
Common Mistakes and Equipment
A common misconception is that you gain control of the Auras or Equipment attached to the creatures you steal. You do not. While the equipment stays attached and the creature retains any bonuses, the original controller still 'owns' the equipment and can pay costs to move it to their other creatures during their own main phase. Additionally, remember that Mob Rule affects your own creatures too—untapping them and giving them haste if they fit the power criteria.
Strategic Timing
Timing is everything with Mob Rule. Because it costs six mana, it is often a late-game play intended to end the match. It is most effective when one opponent has a clear advantage in creature count within a specific power bracket. By stealing their blockers, you not only increase your own offensive power but also leave them completely defenseless for the turn.
Interaction examples
If your opponents have many tapped lands, you can cast Mana Geyser to generate a massive amount of red mana. This ensures you have the 6 mana required for Mob Rule while still leaving plenty of resources to cast other spells or activate the abilities of the creatures you are about to steal.
After using Mob Rule to gain control of an opponent's high-power creature, you can cast Chandra's Ignition targeting that stolen creature. The creature will deal damage equal to its power to every other creature and opponent. This is a powerful way to board-wipe your enemies using their own strongest asset before the turn ends.
If you control a creature that just entered the battlefield this turn and doesn't have haste, casting Mob Rule and choosing the mode that matches your creature's power will grant it haste. This allows your own newly played creatures to join the stolen army in a lethal attack.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Mob Rule
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with Mob Rule
No archived Top 8 deck with this card yet.



Mana Geyser
Chandra's Ignition