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Moxonomy

Soul's Might

Sorcery4 generic manaGreen mana

The doubling math is the whole point: a creature with power N walks away with 2N power, because the counters scale off its power as the spell resolves. On a 1/1 it's a wasteful five mana for a 2/2; on a fattie it folds in half again, and on anything already pumped or carrying doubled counters the curve gets ugly fast. That self-referential scaling makes it a creature-finisher wearing a combat trick's clothes, which is also what limits it: five mana at sorcery speed means committing on your own turn, with no creature out it does literally nothing, and a single removal spell in response strands the entire investment on an empty board. Green has a long line of these all-in pump payoffs, where the spell is dead alone and lethal on the right body, and Soul's Might sits at the plain end of it: no trample, no haste, no protection, just raw stat inflation that leans on evasion and durability supplied from elsewhere in the list. The reward for clearing those conditions is real, since power that doubles is the kind of number that closes a game in one swing, but the price is paid in tempo and in the open window between casting and combat, where the opponent gets the last word.

Soul's Might (cmr)
CMR · #257common
Pricing
Normal: $0.23
Foil: $0.09
Oracle Text

Rules text

Put X +1/+1 counters on target creature, where X is that creature's power.
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
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
Printings elsewhere

Other printings

2 sets
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