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Collective Resistance
Price$1.05
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Collective Resistance

{1}{G}

Instant

LegalRemovalRank #802

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.

KeywordsEscalate

Why is this card good?

Collective Resistance is flexible, modal interaction that earns its slot through versatility rather than raw power. The escalate mechanic is the draw here: for {1}{G} you get one mode, but ramping into all three lets you blow up an artifact, an enchantment, and protect your key creature in a single instant. That's strong value in a format full of problematic permanents and targeted removal aimed at your commander. Who wants it: Mono-green and green-heavy decks short on flexible interaction. Voltron/commander-centric builds love the protection mode against board wipes and spot removal, while any green deck appreciates naturalize-style answers stapled onto something useful. With green's natural ramp, escalating multiple modes is easy. When to skip it: If you have access to more colors, dedicated removal and protection spells are usually more efficient. It's a jack-of-all-trades — never the best artifact removal, enchantment removal, or protection, just convenient bundling. Cut it from cEDH and tightly tuned lists where individual cards must pull harder weight.

Related cards

NaturalizeG

Cheap green instant to destroy artifact or enchantment.

Krosan GripG

Uncounterable artifact/enchantment removal in green.

Heroic InterventionG

Grants your board hexproof and indestructible at instant speed.

Beast WithinG

Flexible green destruction for any permanent.

Return to NatureG

Modal green instant hitting artifacts or enchantments.

Tear AsunderBG

Adventure-flavored green removal with escalate-like flexibility.

WiltG

Cheap cycling artifact/enchantment destruction.

Tamiyo's SafekeepingG

One-mana green protection granting hexproof and indestructible.

Printings (1)

mh3Modern Horizons 3 · #147U$1.05Buy

Rulings (7)

  • 2024-06-07

    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.

Discussion (0)