Massive Might is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Target creature gets +2/+2 and gains trample until end of turn.
Complete guide
Massive Might is a classic combat trick that offers green mages an efficient way to push through damage. At just one mana, it provides a significant power boost and a keyword that ensures your opponent cannot simply block with small tokens to stay safe.
What It Does
Massive Might is a green instant that targets a single creature. Upon resolution, that creature receives a +2/+2 stat boost and the trample ability until the end of the current turn. This makes it an ideal tool for both saving a creature in combat and dealing lethal damage to an opponent.
How It Resolves Step by Step
First, you cast Massive Might by paying one green mana and choosing a legal target creature. Once the spell resolves, the +2/+2 bonus and trample are applied immediately. If the creature was already blocked, the trample allows it to deal lethal damage to blockers and carry the excess damage over to the defending player or planeswalker.
Common Mistakes
A common error is casting Massive Might on a creature that is then targeted by a removal spell in response. Because Massive Might requires a single target, if that target becomes illegal or leaves the battlefield before the spell resolves, the entire spell fails to resolve and is put into the graveyard without any effect.
When to Play It
The best time to cast Massive Might is during the declare blockers step of combat. By waiting until your opponent has committed their blockers, you can ensure your creature survives a trade or take advantage of trample to finish the game when they leave themselves at a low life total.
Interaction examples
During your opponent's end step, you cast Worldly Tutor to search for a high-power creature and place it on top of your library. On your turn, you draw and cast that creature. Once it is ready to attack, you can use Massive Might to ensure that your new threat has the trample necessary to prevent it from being chump-blocked.
You cast Massive Might targeting your creature. In response, your opponent casts a spell to destroy your creature. You then cast Heroic Intervention, giving your creature hexproof and indestructible. Heroic Intervention resolves first, protecting the creature, which then allows Massive Might to resolve successfully and apply the +2/+2 and trample.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Massive Might
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Legal formats
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Meta decks with Massive Might
No archived Top 8 deck with this card yet.



Worldly Tutor
Heroic Intervention