Home / Magic: The Gathering / Ice Age / Mystic Might
Mystic Might
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Enchantment — Aura

Mystic Might

rare · Enchantment — Aura · Ice Age
$0.42
Low
$0.49
Market
$0.61
High

Oracle 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."

Card Details

-/-Power / Toughness
{U}Mana Cost
1Prints

Character Background

Mystic Might is a very Ice Age-style piece of magic: fragile, efficient, and willing to trade long-term certainty for immediate board impact. In practice, it best supports tempo and control shells that want to turn spare mana into a repeatable combat trick without spending a full card on a creature buff each turn. Enchanting a land means the effect is hard to remove if the land itself survives, and the +2/+2 can turn tiny evasive attackers, utility creatures, or token makers into real threats. The catch is cumulative upkeep, so this is strongest in decks that can end the game before the tax gets steep or that can lean on mana acceleration and land untap effects. It pairs nicely with cards that produce extra mana or with blue tempo plans that protect a small board while pushing damage through. Use it as a pressure tool, not a long-haul engine.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.42 - $0.61
At the current market price of $0.49.
Average Time to Sell
3 days
At the current market price of $0.49.

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Character Background

Mystic Might is a very Ice Age-style piece of magic: fragile, efficient, and willing to trade long-term certainty for immediate board impact. In practice, it best supports tempo and control shells that want to turn spare mana into a repeatable combat trick without spending a full card on a creature buff each turn. Enchanting a land means the effect is hard to remove if the land itself survives, and the +2/+2 can turn tiny evasive attackers, utility creatures, or token makers into real threats. The catch is cumulative upkeep, so this is strongest in decks that can end the game before the tax gets steep or that can lean on mana acceleration and land untap effects. It pairs nicely with cards that produce extra mana or with blue tempo plans that protect a small board while pushing damage through. Use it as a pressure tool, not a long-haul engine.

Generated using gpt-5.4-mini · Updated at 2026-08-11 21:20:43 UTC

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