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Moxonomy

Colossal Might

InstantRed manaGreen mana

A two-mana pump spell carries no surprises on its own; the math is what separates the useful ones from the filler, and the math here is loud. Four extra power on a single creature for two mana is a lot of damage, and the trample clause turns that into a guaranteed clock: a blocked attacker spills the surplus through, so the spell does not just win combat, it ends it. The +2 to toughness is the quieter half, but it matters for the cases the +4/+0 versions cannot cover: a creature surviving a damage-based removal spell or an unfavorable block thanks to the bump. The gold cost is the price of the rate. By committing both red and green, the card asks for a deck already in those colors, and in exchange it hands over numbers neither color reaches alone at this slot: red supplies the aggression, green supplies the trample-and-toughness body, and the spell sits at the intersection where a midsized attacker becomes lethal. That is the whole pitch of an aggressive two-color pump effect: it is a finisher disguised as a combat trick, best held until the swing it converts into a kill rather than spent to win an early scuffle.

Colossal Might (arb)
ARB · #51common
Pricing
Normal: $0.16
Foil: $0.53
Oracle Text

Rules text

Target creature gets +4/+2 and gains trample until end of turn.
Legalities

Format Status

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

Other printings

2 sets
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