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Moxonomy

Might of the Nephilim

Instant1 generic manaGreen mana

The pump scales with the target's colors, which is the whole bet: cast on a mono-green creature it's a flat +2/+2, a fine but unremarkable rate, while a gold creature swings for +4/+4 and a three-color body for +6/+6. That conditional ceiling is what defines the card. It was built for a multicolor-matters environment, where the deck is already straining its mana toward two, three, even four colors, and a trick that punishes you for staying monochrome reads as a reward for the gold creatures you were playing anyway. The friction is real: the spell is at its most embarrassing exactly when your hand is light on colors and you most need a generic combat trick. It demands you commit to the gold-creature plan before you can cash the upside, which makes it a payoff card masquerading as a pump spell. Outside a board built on multicolor permanents, you are paying two mana for a worse Giant Growth, and the design knows it; the gap between the floor and the ceiling is the entire reason to print it this way rather than stapling a fixed number to the cost.

Might of the Nephilim (dis)
DIS · #88uncommon
Pricing
Normal: $0.52
Foil: $9.00
Oracle Text

Rules text

Target creature gets +2/+2 until end of turn for each of its colors.
Legalities

Format Status

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