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Rules guide · Enchantment

Mystic MightHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Ice Age· June 3, 1995
Carte Magic Mystic Might

Mystic 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.

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Official card text

Enchant land you control Cumulative upkeep {1}{U} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Enchanted land has "{T}: Target creature gets +2/+2 until end of turn."

Complete guide

Mystic Might is an Aura that transforms one of your lands into a powerful utility tool for combat. By enchanting a land you control, you gain the ability to boost your creatures' stats, though it comes at an increasing cost. This card is a classic example of early blue design that balances temporary power with the demanding Cumulative Upkeep mechanic.

What It Does

Mystic Might is an Enchantment — Aura with the 'Enchant land you control' restriction. Once attached, it grants that specific land a new activated ability: '{T}: Target creature gets +2/+2 until end of turn.' However, to keep this enchantment on the battlefield, you must satisfy its Cumulative Upkeep cost of {1}{U} each turn, which grows as age counters accumulate.

How It Resolves Step by Step

When you cast Mystic Might, you must target a land you control. Once it enters the battlefield, your land immediately gains the ability to buff creatures. During your next upkeep, the Cumulative Upkeep trigger goes on the stack. First, you put an age counter on Mystic Might. Then, you choose to either pay {1}{U} for each age counter currently on the enchantment or sacrifice it. If you pay, the enchantment stays; if you don't (or can't), it is put into your graveyard.

Common Mistakes

A common error is forgetting that the Cumulative Upkeep cost increases every single turn. On turn one of the enchantment, you pay {1}{U}; on turn two, you must pay {3}{U}{U}. Another mistake is trying to enchant a land you don't control, which is prohibited by the card's 'Enchant land you control' text. Additionally, if the enchanted land leaves the battlefield or changes control, Mystic Might will be put into your graveyard as a state-based action.

When to Play It

Mystic Might is best used in aggressive decks that need a repeatable combat trick to push through damage. Since it effectively 'occupies' a land by requiring it to tap for the buff rather than mana, it is most efficient when you have an abundance of mana sources but need to increase the lethality of your creatures. Use it when you are prepared to end the game quickly before the upkeep cost becomes unsustainable.

Interaction examples

Boosting a Token

If you have a Construct token generated by Urza's Saga, you can enchant a land with Mystic Might. By tapping that enchanted land, you give the Construct +2/+2. This bonus stacks with the Construct's own ability that grants it +1/+1 for each artifact you control, potentially creating a massive attacker.

Managing Upkeep Costs

If you control both Mystic Might and Mystic Remora, you will have two separate Cumulative Upkeep triggers during your upkeep. You choose the order in which they resolve. For each, you must add an age counter and decide whether to pay the total cost for that specific card. Note that Mystic Remora's cost is {1} per counter, while Mystic Might's cost is {1}{U} per counter, requiring careful mana management to keep both active.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Mystic Might

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

legacyvintagecommanderoathbreakerduelpremodernpredhtlr
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