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Engineered Might

Engineered Might

Sorcery

uncommon

Choose one — • Target creature gets +5/+5 and gains trample until end of turn. • Creatures you control get +2/+2 and gain vigilance until end of turn.

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Semantic Tags

Anthemmechanical

A permanent that gives a static power/toughness boost to your creatures.

Combat Trickmechanical

An instant-speed spell that modifies combat — pump, protection, or removal during combat.

Defensivemechanical

Suited for blocking and defense. Includes defender, reach, vigilance, and cards that incentivize blocking.

Discourages opponents from attacking you with taxes, penalties, and deterrents.

Pumpmechanical

A spell or ability that gives a temporary power/toughness boost.

Pumpvector

A spell or ability that gives a temporary power/toughness boost.

Tribalmechanical

Cares about creature types — lords, type-matters effects, and changeling.

Format Legality

commanderlegal
oathbreakerlegal
modernlegal
pioneerlegal
standardnot legal
legacylegal
vintagelegal
paupernot legal
historiclegal
explorernot legal
alchemynot legal

Price history

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Printings (3)

SetRarityTCGplayerCard KingdomCardmarket
Kaladesh Remastered#195uncommon···
The List#KLD-181uncommon···
Kaladesh#181uncommon···

Rulings

2016-09-20

The set of creatures affected by Engineered Might's second mode is determined as the spell resolves. Creatures you begin to control later in the turn and noncreature permanents that become creatures later in the turn won't get +2/+2 or gain vigilance.