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Moxonomy

Might Beyond Reason

Instant3 generic manaGreen mana

Two +1/+1 counters at instant speed is a rate green has printed in a dozen shapes; the delirium clause is the second gear that separates this from a plain pump trick. Fill your graveyard with enough variety and the same spell hands out three counters instead, the design pattern this whole cycle runs on: a modest effect while your yard is thin, a meaningfully larger one once it has been fed. Instant speed is what makes the card earn its slot. Counters that stick through combat let you ambush a blocker, shove a trampler through a body, or hold up a bluff that turns into a mid-combat blowout, all without tipping your hand before the window opens. The condition is the tax: it wants creature, instant, sorcery, land, and the rest scattered across the yard, a real ask for a deck that would rather keep its cards live in hand, and it gates the bonus behind the kind of graveyard-building the aggressive shells most interested in a pump spell rarely bother to do. The result is a card that does an honest job for four mana with delirium off and a slightly better one with it on, the upside permanent rather than a one-turn swing. Because the counters stay put, it reads far better in a deck stacking a single large threat than one chaining temporary buffs onto whatever happens to be attacking.

Might Beyond Reason (soi)
SOI · #217common
Pricing
Normal: $0.07
Foil: $0.19
Oracle Text

Rules text

Put two +1/+1 counters on target creature. Delirium — Put three +1/+1 counters on that creature instead if there are four or more card types among cards in your graveyard.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
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
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
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