Might Beyond Reason

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Custom Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Common

Combos Browse all

Might Beyond Reason

Instant

Put two +1/+1 counters on target creature.

Delirium — Put three +1/+1 counters on that creature instead if there are four or more card types among cards in your graveyard.

Might Beyond Reason Discussion

sparta88 on Loup Garou

4 months ago

Considering dropping both Might Beyond Reason , 1 Hinterland Logger  Flip, and boarding the 3rd Armory of Iroas by dropping the Act of Treason since I've got a pair of Traitorous Instinct in there already. Think that would work for getting an extra 4 lands in there?

Gattison on Loup Garou

4 months ago

I think 20 lands may be a bit too few for so many 3-drops. Perhaps you'd like Conduit of Storms  Flip or Ulvenwald Captive  Flip?

Also, you definitely need some Moonmist in here. Maybe in place of Might Beyond Reason and/or Gruul Charm .

+1 for deck name. Did you ever play Werewolf: The Apocalypse, or are you just a learned scholar of mythology? =)

Podkomorka on Hallar, the Firefletcher | Pauper EDH

1 year ago

I like what I see so far. The land count seems right. I see many staples that I'd like to see. I'd like to see Path of Ancestry, Darksteel Pendant, Reclaim, Entourage of Trest, Mutant's Prey, Hunt the Weak, the two green cycle lands, Explorer's Scope, Village Elder, Crown-Hunter Hireling.

To make room I would look at the following to take out: Sizzle, Welder Automaton, Wrap in Vigor, Withstand Death, Blinding Fog, Jolrael's Favor, Nature's Panoply, Might Beyond Reason, Saddleback Lagac, Dragonscale Boon.

It's always nice to see new faces in our community :) Welcome!

clayperce on Final ZadaWolves (HOU - Retired)

2 years ago

Illusificate,
Zada is a Legendary, so I don't like running more than 3 of her. Especially for Mirrorwing, which is just soooo much more resilient. I like the idea of Larger Than Life though ... not in the side, but maybe as part of the Invigorated Rampage/Rush of Adrenaline mix. Earthen Arms is really good ... tbh, one of the most powerful ZadaFur variants is a +1/+1 counter-based strategy. It needs a lot more ramp, and then spells like Arms, Infuse with the Elements, and Might Beyond Reason. I just happen to prefer the more "combat trick" gameplay.

Thanks much!

Bissin on Counters: +1 for me, -1 for you

2 years ago

Seems like a solid gameplan TitanofYAW. Have you thought about putting in counter engines like Durable Handicraft, Might Beyond Reason, or Obsessive Skinner? These could easily combo with Fairgrounds Trumpeter to create another big threat over time.

The Throne of the God-Pharaoh seems out of place here, I understand the reasoning for it but it just seems that it doesn't fit the idea of the deck as well as something else.

I feel that to help out the -1/-1 counter plan you could look at Liliana, Death Wielder, I understand this may cost quite a bit but she would give you continuous snakes and can kill creatures for Yahenni.

Sideboard options: I would recommend adding Take Down to deal with fliers more efficiently than the deck already can. Maybe adding 2 Appetite for the Unnatural to further protect against artifacts and deal with enchantments when needed.

I hope these suggestions help fuel some new/interesting ideas.

Oloro_Magic on

2 years ago

If your looking to go forward with +1/+1 counters then you should have some effects that ensure counters are actually placed. Might Beyond Reason is a cheap card that enables some quick growth. I would also consider splashing blue in the deck as you don't play hydras. This would allow you access to not only Experiment Kraj but also Vorel of the Hull Clade, a staple of a lot of counter decks. Scute Mob by that reasoning may be your best 1-drop option. Other than that proliferate is a mechanic that may be worth taking a look at. Gobbling Ooze feels much too slow and is only really dangerous if you get Mitotic Slime. I'm also not so sure that Sol Ring is the best fir here as a lot of your cards require coloured mana, maybe consider using some ramp like Nissa's Pilgrimage instead.

IzzetGod on Turbo Delirium

3 years ago

20IzzetEngineer00: Thanks for the upvote as well as the feedback! Appreciate it!

On the position of win-cons and creatures in general: The main win condition is in fact Emrakul, the Promised End. Emrakul, the Promised End in this deck, the way that it is built, is completely as easy as casting your Chandra, Flamecaller. I played the deck at the FNM last week (first EMN legal FNM) and every single time I casted Emrakul, I only spent 7 mana, on curve, almost all the time. One time even only 6 mana (on turn 6) and no more than 9 mana for her. My deck mills itself so hardcore and fast that almost all the time, Delirium is active on the 1st, if not 2nd go around with the self mill spells I have in Gather the Pack, Vessel of Nascency & Mindwrack Demon. Even Grim Flayer a lot of the time. One of the cards that really helps turn Delirium on extremely quickly: Hangarback Walker! He acts as BOTH an Artifact + Creature. One in the graveyard and that's already 1/2 of Delirium. Yes, when I cast it, it is very bad against Declaration in Stone but what is amazing is that I can cast it for mana symbol x = mana symbol 0 and viola! It's in the graveyard. I've actually made that play quite a bit.

As for the win conditions for creatures, Mindwrack Demon is an excellent card as it's a 4 mana 4/5. It survives Languish as well as Grasp of Darkness which are both very important for it to survive. Grim Flayer is really really good because first of all, he's a Grizzly Bear and that's decent in general. But when I mill myself and turn that Delirium on during my 3rd turn after casting him on the previous turn; he's already bigger than your Sylvan Advocate 3 turns before Sylvan Advocate even becomes a 4/5. Which if he forces Advocate to chump block that early and still get Trample through, that's a sign of weakness on the opponents behalf. Ishkanah, Grafwidow, from your perspective on the card, I have to disagree 100%. The card always always comes into play with the Spider Tokens. We aren't playing the card for the ability. We're playing the card for its tempo swing when you cast it. It's the same as casting a 6/11 with no downside on turn 5 that also has reach. The ability can be used as a win condition if it's late game and you have nothing else to spend mana on, but the ability is literally no point. If it didn't have that activated ability, it would still be amazing. Now for the creatures you suggested. Soul Swallower I feel has always been a good card in my eyes, but I feel it lacks in the fact that it's a 3/3 for 4 mana. By that time, the opponent already has removal ready and the fact it dies to Grasp of Darkness is a small issue. If it was a 4/4 or a 4/5,that wouldn't be so bad because its power would be up with the curve. Inexorable Blob is another creature that I think is amazing. Now that card's stats are on curve (3 mana 3/3 is good) but the way that card plays, it's definitely not for this deck in particular. Autumnal Gloom  Flip again. Is a decent card. But I don't like how you gotta spend another mana on it basically making it a 4 drop in reality.

Now for the spells: I really like your idea of swapping a copy of Whispers of Emrakul for another Traverse the Ulvenwald, but for now, I'm gonna stick with the way it's set up because you know...Hymn to Tourach is just straight up good. Murder is a natural kill spell. But what does it kill that Grasp of Darkness doesn't that's a huge threat? I honestly think Murder is complete garbage in this format right now. It's the same situation where Evolving Wilds is at. That card isn't constructed playable, but it only is because it's the best we got. Murder isn't the best we got so it's not constructed playable. That's the way I see it though. Might Beyond Reason is in my opinion, a really bad card. You could look at it as a nice combat trick at least in my deck, because a majority of my creatures have Trample. But 4 mana for a permanent Giant Growth isn't that good at all. I would rather just play Titanic Growth so I can follow combat up with another 2 drop. Fork in the Road to me is unnecessary because again, with all the self milling I do, Lands are very easy to get into the graveyard, especially when playing Evolving Wilds. And finally, Grapple with the Past. I really think this is easily in the top 5 cards of Eldritch Moon. My only reason for not running it, is I feel Vessel of Nascency does a little better because it's an Enchantment. The only thing that makes Grapple with the Past better is I can choose from the entire Graveyard. But due to the Vessel being an Enchantment and milling 1 more card, it wins me over.

Now for the final bits: Terrarion is the Artifact that isn't Hangarback Walker that has a chance of making it into this deck. I think it's decent since it's a 1 drop. But late game, the card is a cantrip and that in my opinion is worse than a large Hangarback Walker. Explosive Apparatus...I'm not gonna say anything other than that card should never be touched unless it's in a Limited format. I've already spoken about Autumnal Gloom  Flip but as for it being an Enchantment. I still feel it isn't good enough. I don't understand how you said Vessel of Malignity opens me up to more chances for Delirium? Did you mean to put Vessel of Nascency?

Liliana, the Last Hope isn't as good in this build as other versions so you'really right there. But she still deserves that 1 spot because she can kill small creatures. She also makes my Trampling creatures better thanks to Trample. And her other abilities are just value for me. It gets me a milled Emrakul. And the ultimate just wins. I already run 2 Ob Nixilis Reignited and adding a 3rd is just over flow because of his CMC and the fact that in the late game, you use the Murder ability and than it's to risky to even use his +1. Warped Landscape doesn't even compare to Evolving Wilds simply because of color deprivation and it can't be activated until turn 3 which mears you took an entire turn off just to get a basic land into play tapped. Evolving Wilds is better.

I also want to know...did you read the description? Just curious...

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