Might of the Masses

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Frontier Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Magic Origins Common
Rise of the Eldrazi Common

Combos Browse all

Might of the Masses

Instant

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

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Might of the Masses Discussion

ThoAlmighty on Bruse/Tana OTP

2 weeks ago

Might of the Masses gives you a bunch of bonus tokens for Tana. I run it and it works fairly well.

aholder7 on Token Convoke

1 month ago

you have 58 cards and 5 Scatter the Seeds so the deck is currently illegal. that needs to be fixed first.

ill go down the list for your cards

starting with creatures

Elvish Mystic: this card is good at ramping you to high cost cards, however the only cards you have that are high cost, already have convoke so this card basically is a 1 mana 1/1 with no effect.

Essence Warden: pretty good card in a token based deck. theres also Soul Warden and Soul's Attendant if you want more of this effect.

Midnight Guard: i mean unless your abusing it's untap effect such as attempting to cast multiple convoke spells a turn, this card is pretty underwhelming. I don't think you will be casting multiple convoke spells per turn due to the fact that they are all so expensive.

Nest Invader: 2 mana 2/2 for 2 is considered a sort of standard/base. this card is that with a free 0/1 which can be sacced for mana. this is pretty good. One thing i will note is that you cannot tap the token for convoke and sac it for mana for a convoke spell. However that's not the end of the world.

Seraph of the Masses: this card is a hopefully going to be a big angel that you can get out relatively cheap. if you have 5 tokens and 5 mana this thing can come down as a 6/6 flyer by tapping 2 guys. that not a terrible deal. however i think it would be more effective to make all of your tokens bigger threats with cards like Intangible Virtue. 5 2/2s can be much scarier than a 6/6. one reason for this is because there are lots of options for cheap removal. Terminate, Path to Exile, Doom Blade etc. are all methods of getting rid of your 6/6 that are cheap and often played. these do not work as well when you have multiple threats.

Siege Wurm: See above.

Sunblade Elf: At first I did not like the card but i'm starting to like it more and more as I look at the rest of your list. I think this card is fine for now since its a 2 mana 2/2 most of early game and it can pump the team late game which is great since you will likely have a lot of tokens.

on to instants

Might of the Masses: this card is itself a good card for this deck but pump spells in general tend to be weaker than you'd expect. That's because of instant speed removal. people can cast Lightning Bolt in response to the spell to kill the creature you are targeting which means you will be getting 2 for 1'd as you lost a creature and a spell to their 1 spell. now that's not to say that this card is bad. I just wanted to make you aware that it's power is a bit more fragile than you might first expect. it is stronger in my opinion than Seraph of the Masses since it is so much cheaper and demands an answer from your opponent immediately instead of seraph which waits around for a turn before attacking and usually requires you to tap several of your creatures.

Raise the Alarm: this is a good card for any token deck. Gather the Townsfolk and Servo Exhibition are decent in their own right as well.

Scatter the Seeds: yeah you want 5 in your deck. sadly you cannot play 5 in your deck. its a token maker card that can put down more tokens to replace the ones you tapped. so you really don't even care if you had to tap 3 creatures to play this.

Sprout Swarm: this card is very powerful even if it seems week. you can pay for the "Buyback" cost with convoke. it's also an instant so you can do it at the end of your opponent's turn. so if you have a bit of mana and a few tokens, its not unreasonable to make 2 tokens at the end of your opponents turn for essentially free, then do it again every turn. for that reason i think you should have 4 of these.

lets do sorceries next

Launch the Fleet: this card is good and bad. its good because it can allow you to make several tokens at a 1 to 1 ratio which is pretty good. however this card has some downsides. its limited not only by the number of creatures you control but the number of creatures you are willing to attack with. you will often times want to hold back your stuff until you have enough tokens to get around most of their defenders or perhaps they have a few strong attackers on their side and you really want to have some defends held back. so this card won't always let you make any tokens regardless of how much mana you have. so this card is fickle and a bit unpredictable which is bad in a card. tl:dr its complicated and im not certain if you want it or not.

Nissa's Expedition: this card is good to help you get some mana out, however to pay for it you either need mana (and if you need to cast this we can assume you don't have that) or you need tokens, however if you need to cast this you probably don't have that many tokens, therefore you may need to tap all of your defender in order to cast this which leaves you wide open without giving you that great of a pay off.

Overwhelm: this card seems like a dream come true. a card that pumps all of you little guys and can be cast for cheaper with all your little guys. seems like the perfect combination right? the problem is that at 7 mana you NEED to tap several dudes to cast this, and for each token you tap to pay for this, that makes the spell that much worse since it's power comes from the number of attacking creatures you have. this card is a trap in my opinion.

Triplicate Spirits: Scatter the Seeds but with flying. see Scatter the Seeds for my opinion on this card.

enchantment time

Sigil of the Nayan Gods: this is basically Might of the Masses but sticks around longer. the problem is that this card is not an instant. masses could be cast after blockers were declared and you would be threatening to deal massive damage if your opponent didn't do something right then and there. this card has to be put on a creature before combat. now they just make sure to block it. it also suffers the same problem that masses did. your opponent can play a simple kill spell and all your set up is wasted. cycling is a nice addition but does not make up for the fragility of the card.

Spirit Bonds: this card sadly does not trigger when a token comes in, which means that it's useless for half the cards you play. you also have to pay mana to get more tokens. which means you have to pay a total of 4 mana for 2 tokens which is a lot worse than just playing Raise the Alarm.

maybe board

Hornet Queen: too expensive for what it does.

Whisperer of the Wilds: 2 mana Elvish Mystic that needs some set up to become a slightly cheaper Greenweaver Druid. i'd suggest passing on this one.

ellie-is on Ellie's Saproling Army

1 month ago

TheSurgeon kurcody1

Hey guys, thanks for the suggestions.I think I can definitely decrease the amount of rampant growths if I have more cards to put in it. I was playing yesterday and yeah, I think two would be enough!

Cody, the reason why I'm not running any mana creatures like Arbor Elf is that they're very easy to kill for most decks, while lands are not. So looking for a land in my deck is more useful in the long run, and even Explore's extra land or just the draw can also help a lot in the early game. I used to run a very similar deck which relied on Overgrown Battlement and Axebane Guardian to generate a huge amount of mana for Jade Mage. It was fun, but without the mana generators it never went far, and people learned to always kill them quickly. As a quick tip to you - Arbor Elf usually shines in decks that make use of enchantments such as Utopia Sprawl, because the lands it untaps can generate even more mana now.

The main problem with Stoneforge Masterwork compared to Might of the Masses is that it lacks the surprise element and the instant speed, which are often what give me the win with it - casting it after a single saproling has managed to slip past defenses - but people would most definitely block the saproling that had Stoneforge equipped, and sadly it doesn't include trample.

Verdant Embrace rarely sees play, indeed. I might be able to reduce it by one or cut it entirely. I'm also thinking of giving Essence of the Wild the boot, because by the time I can cast it, I'm usually either about to win or lose, and it doesn't do too much. Finally, Beastmaster Ascension does what the Essence does, for a lot less mana - making all my saprolings 6/6. It's my usual wincon, and I think I like having three, as successfully playing it usually means the game is about to be won.

I like Blunt the Assault and used to have it on my previous saproling deck. I might give a try to adding it to this one - I don't have any way to gain life, and that could be rather handy.

kurcody1 on Ellie's Saproling Army

2 months ago

Hey! I'm pretty new to MTG, but I would love to give you suggestions, as I have a deck similar to this (on my profile), but doesn't have any saproling spawners other than 2 copies of Fists of Ironwood. My first and main suggestion is putting in Arbor Elfs instead of Explore and Rampant Growth because it also gives you extra mana for 1 mana and is a creature for Champion of Lambholt, Essence of the Wild, and Scion of the Wild. It also might be a good idea to put in more Champion of Lambholts as it is a very good card in your deck. I also reccomend maybe putting in Overwhelming Stampedeinstead of overrun because of your big hitters and Might of the Masses, but its optional as it is a high risk high reward card in your deck. I'm thinking of putting saproling spawners in my deck now!

Thewayoflife234 on Gruul Elves Concept

2 months ago

Suggestion!!! 3-4x Dwynen's Elite, maybe 1 Ezuri,Renegade Leader, or 1-2 Triumph of the Hordes? None of those enchantments or Atarka's command. No dwynen, Essence warden is better tbh. You don't need 4 joraga warcallers. Once you put fetchlands in this deck i think you can drop to 15/16, with copperhorn scouts and reducing you avg CMC. Should be around 1.5...I use Mono Green elfball, and still dont use Dwynen, Gilt-Leaf Daen. she is just not good for modern play. Essence Warden is good for elfball, but i understand why you wouldn't use that. I feel like Joraga Warcaller is a win-more card. Might of the Masses is really nice, because you can just plop your hand and leave 1 mana up to cast might of the masses after the opponent attempts removal. I may have a more skewed sight of this since i play Drove of Elves as 2-of and I use Ezuri. the 8 Enchantments and Atarka's command should come out for more creatures, especially mana dorks. I use 15-16 lands in my elf deck. I need 1 land and all the elves i can get!!!!!!! I remember attacking for 200+ infect damage from Triumph of the Hordes turn 6 from 2 promenades turn 5. All off 1 mana. Real story, actual game against affinity. I have also won games turn 4 vs burn with Triumph as well. It's actually my only reliable wincon against some decks. I use 2, but I might should run 3 because it's that good. I have 15 lands, 4 Promenades, 2 MotM and everything else is creatures. You have nowhere near enough draw, which is why you are running such high cost spells. This is midrange, Elves should be Ramp and Sideways!!! Like a village. Sylvan Messenger is an underrated card in modern elf decks! i use 4 because it picks up promenade and because i have 14 mana dorks in my deck (3 mystic, 3 Llanowar, 4 Beastcaller Savant, 4 Elvish Archdruid) it's what works I'm telling you. I know this is crazy but Imperious Perfect is NOT A STAPLE for elves. He's a lord that makes elves, but he also costs 3 mana and doesn't

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