Might of the Masses


Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Guilds of Ravnica (GRN) Uncommon
Magic Origins (ORI) Common
Rise of the Eldrazi (ROE) Common

Combos Browse all

Might of the Masses


Target creature gets +1/+1 until end of turn for each creature you control.

Might of the Masses Discussion

Murphy77 on Marwyn's Babysitters Club

1 hour ago

It certainly seems that mono-green Elf tribal decks are becoming more competitive at the moment and I really like your suggestion for a mono-green deck. My only worry is that Vanquisher's Banner is not playable before turn 4 or 5, which might be a bit late against some aggro decks.

One option that I have looked at for a mono-green 'elf' deck is to play Nissa, Who Shakes the World , proliferate to get her ultimate effect and place all your forests on the field, then play Sylvan Awakening to get a swarm of creatures. Might of the Masses then turns any one of your lands into a monster.

Another possibility is to give your elves +1/+1 tokens and play Evolution Sage to keep ramping up their power with each landfall. The problem is that cards like Song of Freyalise that provide across-the-board counters are really too slow against aggro decks and you don't get off the ground. Strong cards with this approach are, strangely, Pelt Collector , Enter the Unknown and Stony Strength (see how we keep coming back to the 1-drops as key cards).

There certainly seems to be potential in mono-green elf decks and we should keepbrewing and testing the various options.

Boza on Card creation challenge

1 month ago

Uriah, Might of the masses
Legendary Planeswalker - Uriah

At the beggining of your upkeep, create a 1/1 green Squirrel token.

+1 Up to one target creatures gets +X/+X until your next turn, where X is the number of creatures you control.
-8 You get an emblem with "At the beginning of your upkeep, if you control 20 or more creatures, you win the game."


Obviously based on Epic Struggle , with a little bit of Might of the Masses and half a Verdant Force mixed in.

Select any common equipment and create a legendary creature that wields it to great effect.

ShadowGuard13 on Soul of the Tokens

1 month ago

Yes I have to agree that Midnight Guard is way two situational now that I look at it. It only goes infinite with Presence of Gond and that is way to narrow for the 2/3 stat line that he offers. There is also a couple voltron decks in my play group, so I will have to deal with commander damage at some point. I'll switch out Midnight Guard with Darksteel Mutation since I have a copy. I'll look into getting a copy of Conclave Tribunal , Ixalan's Binding , or Might of the Masses to replace Griffin Protector . I like Might of the Masses because of the modular nature. The deck comes in today, so I'll be back with updates from actually playing the deck!

rangers2011 on Soul of the Tokens

2 months ago

Out of all the cards you listed I would cut the Griffin Protector first because the other two allow you to tap Emmara safer by making her unblockable or to power up another creature. But I also think that Midnight Guard is very situational in this deck. I think that cutting something to add some protection from commander damage is a good move, whether that be Conclave Tribunal , Darksteel Mutation , or even a combat trick (I like Might of the Masses , and it isn’t a dead card when commander damage isn’t a threat because you can always boost a lifelinker to help fight non-commander damage)

Kodiak509 on Truly Competetive Saps

4 months ago

Dude! I totally get how disgusting that 'really' does look. Believe me; my buddy basically 'insisted' on adding them. I said the same thing - "I'm not tossing a random U card in my golgari deck" right?

But he's been playing it in his B/W knights deck for weeks. And he has a good point; a 2 drop lets you dig as deep as up to 3 cards. It does cycle you through your fluff pretty quick.

Most games I either am hunting for a tendershoot (2 is even better) or waiting to spank them with Might of the Masses like I explained earlier. Just about every other card I play is me just running a delay til I can work out an endgame, so it actually is moderately useful. Despite looking terrible lol. He said to run 4 of them, at least I held it back at 2 right?

Natalbee on

6 months ago

Thanks, BoyToy!.

You're right - Murmuring Mystic is just too slow, and it's not something I want to cast on Turn 4. And I thought Might of the Masses would be cool with Awakening, but by itself it really does nothing, so I'm thinking of reworking the deck a little. I might turn it into Kicker Control with heavy mana ramp and Fight with Fire/Sylvan Awakening as finishers.

What do you think about Multani, Yavimaya's Avatar as a big, reusable creature? It can also bounce the Gates to trigger Guild Summit again.

And that's a good idea about the mini board wipe against aggro. I'm thinking of maybe using Deafening Clarion instead, so that my land creatures and Multani can get me some life back.

SynergyBuild on Tishana's Token Madness

6 months ago

This deck is split two ways that don't really compliment each other. You have the value-oriented Blue-Green goodstuff, a great place for Tishana, and also have some merfolk tribal cards tossed in, despite only having 20 merfolk, you have 15 cards that want you to have merfolk. I'd suggest switching your commander for Kumena, Tyrant of Orazca and add more merfolk instead of the equipment and non-merfolk creatures, and drop the +1/+1 counter theme with cards like Bioshift, or move into the Blue-Green Value list, drop the merfolk tribal, and all of the less-than-great merfolk, and run more mana dorks like Llanowar Elves, Fyndhorn Elves, Birds of Paradise, Arbor Elf, Boreal Druid, Elvish Mystic, etc. to quickly cast Tishana and refill your hand.

You could also just go +1/+1 counters, but that doesn't synergize heavily with your list, considering only two cards of your even can have +1/+1 counters, your commander and Prime Speaker Zegana.

Cards to drop no matter what really would be Bioshift, Mu Yanling, Quietus Spike, Levitation, Pause for Reflection, Cancel, Exclude, Sage of Ancient Lore  Flip, Might of the Masses, Treasure Hunt, and Crashing Tide

For more countermagic, Arcane Denial is really good, as is Swan Song, more removal would be like Beast Within, Song of the Dryads, and Imprisoned in the Moon the last two of which can turn off commanders, because you are just enchanting them, but they aren't leaving anywhere. They also lose all other types and abilities as they turn into lands, so they are effectively useless.

Kogarashi on Tragic Slip Vs Indestructible.

6 months ago

Just so it's listed here too, -X/-X from cards like Tragic Slip isn't considered damage at all, or destruction. It's basically the temporary version of a number of -1/-1 counters, much like a card that grants +X/+X until end of turn, like Might of the Masses is the temporary version of a card that places +1/+1 counters like River Heralds' Boon. It doesn't kill a creature by assigning it lethal damage or destroying it, it kills it by simply making its toughness much lower and letting state-based actions do the rest.

So 702.12b isn't referring to effects like Tragic Slip, it's referring to damage like Lightning Strike or destruction like Murder. Neither of these work on Predator Ooze.

And yes, the state-based action of a creature with 0 toughness going to the graveyard, and the Cleanup Step at the end of a turn, are different things. As mentioned, state-based actions are constantly checked. The Cleanup Step at the end of the turn just helps clear things up and "reset" them for the next player's turn. This is where Tragic Slip would wear off if it didn't kill the creature (cast without morbid on something tougher than 1, or applied to a creature like Impervious Greatwurm with a toughness greater than 13).

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