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Moxonomy

Colossal Majesty

Enchantment2 generic manaGreen mana

Green's answer to the question it has been chasing since the color first wanted to refill its hand: how do you draw cards in green without borrowing another color's identity? The condition is the whole engine. You only draw if you control a creature with power 4 or greater, which is the one threshold green can hit cheaply and reliably, often before this even resolves. That single clause does the balancing work. It refuses to reward control or combo shells that lean on small bodies, and it rewards a deck for committing to the board it was always going to commit to anyway. The payoff is repeatable, one card per upkeep for as long as a fattie survives, which turns green's natural overcommitment into a grind engine rather than a liability. The friction is timing: the trigger checks at your upkeep, so a removal spell on your opponent's turn or a chump-blocked bomb during your combat can leave you empty-handed the moment you most needed the card. It is a stationary engine that demands a living threat, the opposite tension from a one-shot draw spell that fires and is gone. This shape has recurred in green's toolkit because the arithmetic is honest: it pays a midrange deck for doing what midrange already does, and pays it nothing otherwise.

Colossal Majesty (clu)
CLU · #160uncommon
Pricing
Normal: $1.57
Foil:
Oracle Text

Rules text

At the beginning of your upkeep, if you control a creature with power 4 or greater, draw a card.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
Legal
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

5 sets
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