Collective Resistance {1}{G}
Instant
Escalate {G} (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Destroy target artifact.
• Destroy target enchantment.
• Target creature gains hexproof and indestructible until end of turn.
Illustrated by Raoul Vitale
- Standard
- Not Legal
- Alchemy
- Not Legal
- Pioneer
- Not Legal
- Explorer
- Not Legal
- Modern
- Legal
- Historic
- Legal
- Legacy
- Legal
- Brawl
- Legal
- Vintage
- Legal
- Timeless
- Legal
- Commander
- Legal
- Pauper
- Not Legal
- Oathbreaker
- Legal
- Penny
- Not Legal
Toolbox
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Notes and Rules Information for Collective Resistance:
- 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. (2024-06-07)
- You can't choose any one mode multiple times. (2024-06-07)
- No matter which combination of modes you choose, you always follow the instructions in the order they are written. (2024-06-07)
- No player can cast spells or activate abilities in between the modes of a resolving spell. Any abilities that trigger won't be put onto the stack until Collective Resistance is done resolving. (2024-06-07)
- If you chose more than one mode and the target of one of those modes becomes illegal, the other targets will still be affected. If all of the targets become illegal, Collective Resistance won't resolve. (2024-06-07)
- If an effect allows you to cast Collective Resistance without paying its mana cost, you'll still have to pay the escalate costs if you choose more than one mode. (2024-06-07)
- If Collective Resistance is copied, the effect that creates the copy will usually allow you to choose new targets, but you can't choose new modes. (2024-06-07)