Collective Effort
Sorcery
Oracle Text
Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Destroy target creature with power 4 or greater. • Destroy target enchantment. • Put a +1/+1 counter on each creature target player controls.Community
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Sign up for freeRules for this card
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A keyword ability on some modal spells that adds a cost for choosing additional modes. See rule 702.120, “Escalate.”
Rulings (9)
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Wizards of the CoastEffects that reduce the cost of spells reduce the total cost, including any escalate costs added.
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Wizards of the CoastYou choose all of your modes at once. You can't wait to perform one mode's actions and then decide to choose more modes.
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Wizards of the CoastIf 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.
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Wizards of the CoastIf 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.
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Wizards of the CoastYou can't choose any one mode multiple times.
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Wizards of the CoastAdditional costs don't affect a spell's mana value.
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Wizards of the CoastYou 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.
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Wizards of the CoastIf 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.
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Wizards of the CoastIf 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).