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 {2}.

CMC
2
Mana cost
{1}{G}
Color identity
G
Rarity
common
Set
Prophecy
Price
$0.08
EDHREC rank
#27948
Buy on TCGplayer
Wild Might card art
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

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

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

Mentioned

    ← All cards

    Updated . Data from Scryfall, EDHREC, and Commander Spellbook.