Rune of Might MTG Card
Mana cost | |
Converted mana cost | 2 |
Rarity | Uncommon |
Type | Enchantment — Aura Rune |
Abilities | Enchant |
Released | 2021-02-05 |
Set symbol | |
Set name | Kaldheim |
Set code | KHM |
Number | 191 |
Frame | 2015 |
Layout | Normal |
Border | Black |
Illustred by | Yeong-Hao Han |
Text of card
Enchant permanent When Rune of Might enters the battlefield, draw a card. As long as enchanted permanent is a creature, it gets +1/+1 and has trample. As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+1 and has trample."
Cards like Rune of Might
Rune of Might is an intriguing enchantment card in the game of Magic: The Gathering, inviting comparisons with other cards that bestow similar abilities. Muscle Sliver, for instance, also offers a power boost to creatures, albeit with the specific synergy tied to Sliver creatures, stimulating team play. Rune of Might, however, has the flexibility of being attached to any creature, giving it versatility across various deck types.
Another card worth mentioning is Oakenform, which similarly provides a substantial power and toughness enhancement. While both cards increase a creature’s combat capabilities, Rune of Might has the unique advantage of granting trample, ensuring that excess combat damage can be a game-changer. The inclusion of card draw upon entering the battlefield is another strategic benefit offered by Rune of Might.
Comparatively, when evaluating Rune of Might against other creature buffing enchantments, its additional perks, such as granting trample and additional card draw, allow it to shine in deck building strategies that aim to maximize creature efficiency and maintain card advantage, making it a strong addition to the Magic: The Gathering arsenal.
Cards similar to Rune of Might by color, type and mana cost
Decks using this card
MTG decks using Rune of Might. Dig deeper into the strategy of decks, sideboard cards, list ideas and export to play in ARENA or MOL.
Card Pros
Card Advantage: Rune of Might grants you an immediate benefit when it enters the battlefield by letting you draw a card. This keeps your hand full and provides a slight edge over your opponent.
Resource Acceleration: By enchanting a creature, Rune of Might effectively turns it into a more formidable threat. This can lead to faster damage dealing and potentially shorten the amount of time needed to claim victory.
Instant Speed: While not an instant itself, the card synergizes well with instant speed spells. Equipping your creatures at sorcery speed and swinging in may prompt your opponent to respond, leaving the way clear for your other instant speed interactions and tricks.
Card Cons
Discard Requirement: The Rune of Might necessitates the sacrifice of another card value, as it is an aura that must enchant a creature or equipment you control. This can be particularly detrimental in game states where maintaining card advantage is crucial.
Specific Mana Cost: Rune of Might requires green mana to cast. This can be limiting for decks that are not primarily green or that have a strained mana base, possibly preventing the card from being played on curve.
Comparatively High Mana Cost: Although the mana cost is not excessively high, when evaluating Rune of Might in the broader context of card enhancements available in the game, there are alternatives that may provide a greater or more immediate impact for a similar or lower investment of mana resources.
Reasons to Include Rune of Might in Your Collection
Versatility: Rune of Might is a flexibile upgrade for a variety of decks. It can strengthen creatures with both trample and a power boost, which makes it especially useful in decks that capitalize on creature synergies and aggro tactics.
Combo Potential: When enchanted on a creature, Rune of Might also lets you draw a card, which can synergize with effects that trigger on drawing or enchanting. It can also be a key component in decks that focus on Voltron strategies, enhancing a single, massive creature.
Meta-Relevance: Given its low mana cost and immediate impact on the board, Rune of Might can be particularly potent in current metas that favor quick and aggressive playstyles. It ensures your creatures become a substantial threat early on, which can be crucial in outpacing opponents.
How to beat
The Rune of Might is a versatile enchantment card that can significantly bolster your opponent’s creatures in MTG. With its ability to enhance a creature’s power and toughness while granting trample, facing an adversary who effectively utilizes this card can be intimidating. However, there are strategic methods to counteract the Rune of Might that ensure you maintain control of the game.
Firstly, consider employing removal spells that can target either the creature or the enchantment itself. Disenchant and Naturalize are excellent options to directly remove Rune of Might from play. On the other hand, creature removal such as Murder or Doom Blade allows you to eliminate the augmented creature altogether, especially before the rune’s benefits become overwhelming.
Alternatively, you can use counterspells such as Negate or Dovin’s Veto when Rune of Might is cast. This proactive approach can prevent your opponent from ever gaining the advantage. If the rune is already in play, focus on controlling the game board with board wipes like Wrath of God or utilize strategies that bypass the creature’s enhancements, for instance, through flying creatures or direct damage spells. By staying one step ahead, you can nullify the impact of Rune of Might and maintain dominance in your MTG matchups.
BurnMana Recommendations
Mastering MTG means staying ahead of the curve, and that’s where the versatility of Rune of Might shines. It’s not just about the immediate benefits, but also about the strategic depth this card adds to your deck. Looking to give your creatures an edge or draw into your game-changing spells? Rune of Might offers that boost with a mix of power, trample, and card advantage. Get ahead in your games by incorporating this subtle powerhouse into your strategies. Delve deeper into deck building techniques and optimal plays with us and ensure your MTG sessions are as mighty as the runes you wield.
Where to buy
If you're looking to purchase Rune of Might MTG card by a specific set like Kaldheim, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.
For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.
Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.
Below is a list of some store websites where you can buy the Rune of Might and other MTG cards:
BUY NOWBurnMana is an official partner of TCGPlayer
- eBay
- Card Kingdom
- Card Market
- Star City Games
- CoolStuffInc
- MTG Mint Card
- Hareruya
- Troll and Toad
- ABU Games
- Card Hoarder Magic Online
- MTGO Traders Magic Online
See MTG Products
Legalities
Magic the Gathering formats where Rune of Might has restrictions
Format | Legality |
---|---|
Commander | Legal |
Historic | Legal |
Legacy | Legal |
Modern | Legal |
Oathbreaker | Legal |
Vintage | Legal |
Duel | Legal |
Explorer | Legal |
Gladiator | Legal |
Brawl | Legal |
Pioneer | Legal |
Timeless | Legal |
Rules and information
The reference guide for Magic: The Gathering Rune of Might card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.
Date | Text |
---|---|
2021-02-05 | If the target of an Aura spell is an illegal target as that spell tries to resolve, it won’t resolve, it won’t enter the battlefield, and none of its enters-the-battlefield triggered abilities will trigger. |
2021-02-05 | Runes can target and be attached to any permanent, even one that isn’t currently a creature or an Equipment. You can cast a Rune choosing a Vehicle as the target, for example. The Rune’s enters-the-battlefield ability will trigger, and you’ll draw a card. The Rune won’t do anything while the Vehicle isn’t a creature, but if it becomes one later, the appropriate ability will start applying. |