Collective Effort
Sorcery
$0.28
Market price
$0.50
Foil
12
Public decks
Rules Text
Card Facts
Legality
Brawl
LegalCommander
LegalCompetitive Brawl
LegalDuel Commander
LegalGladiator
LegalHistoric
LegalLegacy
LegalModern
LegalOathbreaker
LegalPenny Dreadful
LegalPioneer
LegalTimeless
LegalTLR
LegalVintage
LegalAlchemy
Not legalFuture
Not legalOld School
Not legalPauper
Not legalPauper Commander
Not legalPreDH
Not legalPremodern
Not legalStandard
Not legalStandard Brawl
Not legalRulings
- Jul 13, 2016 · Wizards of the Coast
Additional costs don't affect a spell's mana value.
- Jul 13, 2016 · Wizards of the Coast
You choose all of your modes at once. You can't wait to perform one mode's actions and then decide to choose more modes.
- Jul 13, 2016 · Wizards of the Coast
Effects that reduce the cost of spells reduce the total cost, including any escalate costs added.
- Jul 13, 2016 · Wizards of the Coast
You can tap any untapped creature you control to pay the escalate cost, including one you haven't controlled continuously since the beginning of the turn.
- Jul 13, 2016 · Wizards of the Coast
If an effect allows you to cast a spell that has escalate without paying its mana cost, you pay escalate costs for that spell if you choose more than one mode.
- Jul 13, 2016 · Wizards of the Coast
If two of the chosen modes of an escalate spell target a creature, you may choose the same creature for each mode's target, or choose different creatures. The same is true if the chosen modes target a player (or opponent).
- Jul 13, 2016 · Wizards of the Coast
If you choose the first and third modes, and destroying the creature ends an "exile until" effect (such as that of Lunarch Inquisitors), the creature will return to the battlefield before you put +1/+1 counters on creatures. The same is true if you choose the second and third modes and destroying the enchantment ends such an effect.
- Jul 13, 2016 · Wizards of the Coast
You can't choose any one mode multiple times.
- Jul 13, 2016 · Wizards of the Coast
If one target of an escalate spell becomes illegal, the other targets will still be affected. If all of the targets become illegal, the spell won't resolve.
Every version
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Decks using this card
12 public decks run Collective Effort; here are the 8 most recently updated.





