Might of the Masses


Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful 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

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

Kodiak509 on Truly Competetive Saps

2 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

4 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

4 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.

4 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).

walnutsmb on Merfolk

5 months ago

29 lands is way too many. I would go down to 24. Taking out 3 Islands and 2 Forests

I would add another Silvergill Adept and possibly Might of the Masses or Dive Down as some good combat tricks/evasion.

joaoguaxinim on U/G(Simic) Ravnica Allegiance Merfolk

5 months ago

Nice to see that you updated the deck and the description buddy. I have some suggestions for you!

Dive Down while not adding power to our creatures also grants hexproof so Kumena/Misty/Elite can survive longer, also being able to block some bigger creatures.

Might of the Masses will be a great finisher to our deck. Swarming the board with a lot of tokens and giving a MCH +a lot/+a lot and being unblockable(Kumena fit's this idea too) is something to consider.

I'm planning on testing Enter the Unknown as it works as a filter and ramp for our deck while helping our fish to grow bigger.

For sideboard against RDW, I'm planning on using Wildgrowth Walker the combination of it + branchwalker and enter the unknown will lead to good lifegain and good body, that would be perfect to deal with the ammount of damage that deck has. not to mention that a 1/3 body for 2 will block their creatures for days.

I'm not planning on running tempest caller on maindeck as I think that Trickster will do the job. If any go wide strategy starts to show up, it can get my attention back. Though, sleep fits the same idea while doing it for two turns.

Hope it helps buddy, if you can take a look at my list and give suggestions! I appreciate so much your comments! :D Cya.

Squirrelbacon on Infect

6 months ago

Hey there, if your store runs a lot of events, they should have a few bulk or dollar boxes, so I'm going to throw several cards at you real quick for infect!

Might of Old Krosa --> Probably the hardest card to find in a store on this list, but just super powerful.

Groundswell --> Second most difficult to find, and definitely better with fetchlands, but still a very effect card in any infect list.

Blossoming Defense --> This is probably the easiest card to find here. Pump + Utility is amazing in infect. Protect a dude and kill a player? I like it.

Vines of Vastwood --> I swear my store has an infinite number of these...

Mutagenic Growth --> This card is insane! Please try to get more.

Become Immense --> If you find them, I'd only get one. Without fetchlands and a TON of cheap spells, it'll be hard to cast. If cast though, it's a game winner.

Shapers' Sanctuary --> Great sideboard card for infect.

Might of the Masses --> Probably the least effective/variable card on this short list, but for budget reasons might be worth a shot.

Best of luck!

Pieguy396 on Ezuri Elf Tribal

6 months ago

Hi! Looks like a good start to me! Here are some suggestions:



Hope this helps! Feel free to message me any time!

Load more

No data for this card yet.