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Part of Final Fantasy
·
Sorcery
·
Marvel Super Heroes Commander (MSC)
Card Preview
Collective Effort
1%
Decklist Inclusion
Times Brought
399
Decks Running
189
In Decks
1380
Decklist Inclusion
1%
Format
Card text
Collective Effort
Sorcery
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.
Marvel Super Heroes Commander (MSC)
·
Rare
·
Illustrated by Jurijus Chitrovas
Final zone distribution
92 instances3.3%
Battlefield
58.7%
Graveyard
9.8%
Exile
28.3%
Hand
Commanders that played this card
in tracked games-
1
Tidus, Yuna's Guardian
62 decks
-
2
Mister Fantastic
23 decks
-
3
Marneus Calgar
18 decks
-
4
Inquisitor Greyfax
17 decks
-
5
Yuna, Grand Summoner
12 decks
-
6
Invisible Woman
8 decks
-
7
Kros, Defense Contractor
5 decks
-
8
Neyali, Suns' Vanguard
5 decks
-
9
Anti-Venom, Horrifying Healer
3 decks
-
10
Mog, Moogle Warrior
3 decks
The "good card" funnel
399 brought · 175 playersBrought to game
399
Ever drawn
82
Reached battlefield
50
Still on board at game end
3
≥ -2.5pp
Players who cast this card win 35% of the time (n=45) , vs 24% when it never left the library (n=265).
When players drew this card but left it in hand, they won 29% (n=30) — about the same as leaving it in the library. Those players survived long enough to draw it, so the gap above is about the card resolving, not just about surviving.
Observed gap +11.1pp; 95% confidence interval -2.5pp to +24.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
First-cast turn
n=50
0%
T1
0%
T2
2%
T3
2%
T4
24%
T5
56%
T6-9
16%
T10+
Median
7.0
P25
5
· P75
9
· max
12
On curve
2%
(1 / 50 cast on T3)
Cast same turn as drawn
31%
50 of 100 times cast
50%
Full analysis unlocks as more games are tracked. Stats refresh nightly.
Frequently Asked
Why isn't there more data on this card?
Playgroup Live collects per-card gameplay data from real Commander games. Basic play counts appear once a card reaches 100 tracked games; the full deep-dive page needs a larger, more diverse sample (at least 300 tracked games played by 10 or more different pilots, with no single pilot over 40 percent of the copies). Until this card clears those bars you're seeing only the basic counts. Stats refresh nightly.
How is Playgroup Live card data collected?
Players using Playgroup Live import their decklists before a game and log card actions as they play. Each cast, zone change, and resolution is recorded as a real game event. Stats on this site are computed from those events, not from decklist scrapes or theorycrafting. Playgroup has recorded 660,000+ Commander games overall, and this card-level play data comes from the Playgroup Live subset of that corpus.