Wild Might
Instant
Target creature gets +1/+1 until end of turn. That creature gets an additional +4/+4 until end of turn unless any player pays .
- CMC
- 2
- Mana cost
- Color identity
- G
- Rarity
- common
- Set
- Prophecy
- Price
- $0.08
- EDHREC rank
- #27948
Wild Might gives a creature +2/+2 until end of turn and trample for one green mana — straightforward combat math that ends blocks or closes games. It's a fine role-player in go-wide stompy builds, but narrow enough that most Commander decks want a permanent pump over an instant one.
Format Analysis
Where it lives, where it can’t
| Format | Verdict |
|---|---|
| commander | legal |
| legacy | legal |
| modern | not legal |
| pioneer | not legal |
| standard | not legal |
| vintage | legal |
| pauper | legal |
| oathbreaker | legal |
In Commander, Wild Might is a budget filler slot — passable in aggro decks that need reach, but it competes with pump spells that leave a permanent board presence. Pauper is where Wild Might earns its keep: one-mana trample grants are legitimately impactful in a format where combat tricks decide games and every mana counts. Legacy and Vintage are legal but entirely irrelevant — the effect is too small for those card pools. Wild Might is essentially a Pauper and casual Commander card.
Key Combos
Combo lines featuring this card
Price Context
Current price
$0.08 bulk tier
At $0.08, Wild Might is deep bulk — you're paying for cardboard and shipping, not the card. That price holds indefinitely; there's no scarcity driving it up, and it sees just enough Pauper play to keep it from being a zero.
Explore
Sources
Mentioned
Updated . Data from Scryfall, EDHREC, and Commander Spellbook.