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Part of Final Fantasy
·
Sorcery
·
Marvel Super Heroes Commander (MSC)
Card Preview
Collective Effort
Times Brought
636
Decks Running
310
In Decks
—
Decklist Inclusion
—
Format
Showing 1v1 (duel) data only. 1v1 is a different format from multiplayer Commander, so these numbers are not comparable.
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
115 instances0.9%
Library
1.7%
Battlefield
51.3%
Graveyard
2.6%
Exile
Commanders that played this card
in tracked games-
1
Tidus, Yuna's Guardian
105 decks
-
2
Mister Fantastic
49 decks
-
3
Inquisitor Greyfax
27 decks
-
4
Marneus Calgar
22 decks
-
5
Invisible Woman
21 decks
-
6
Yuna, Grand Summoner
13 decks
-
7
Neyali, Suns' Vanguard
11 decks
-
8
The Thing
4 decks
-
9
Miles Morales // Ultimate Spider-Man
3 decks
-
10
Crystal, Inhuman Princess
2 decks
The "good card" funnel
636 brought · 290 playersBrought to game
636
Ever drawn
114
Reached battlefield
63
Still on board at game end
2
≥ -2.5pp
Players who cast this card win 30% of the time (n=54) , vs 26% when it never left the library (n=384).
When players drew this card but left it in hand, they won 22% (n=35).
Read this as correlation, not as the card's contribution. Casting a card means you lived long enough to cast it, so this gap widens with mana value across every card we track.
Observed gap +4.5pp; 95% confidence interval -2.5pp to +11.5pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
First-cast turn
n=63
0%
T1
0%
T2
3%
T3
13%
T4
6%
T5
62%
T6-9
16%
T10+
Median
7
P25
6
· P75
9
· max
14
On curve
3%
(2 / 63 cast on T3)
Cast same turn as drawn
21%
Frequently Asked
Why isn't there more data on this card?
Playgroup Live collects per-card gameplay data from real Commander games. Play counts appear once a card reaches 100 tracked games, and the full charts need a sample of at least 25 observed games that is not dominated by a single pilot. 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 690,000+ Commander games overall, and this card-level play data comes from the Playgroup Live subset of that corpus.