Home / Magic: The Gathering / Modern Horizons 3 / Collective Resistance
Collective Resistance
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Instant

Collective Resistance

uncommon · Instant · Modern Horizons 3
$1.10
Low
$1.29
Market
$1.61
High

Oracle Text

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.

Card Details

-/-Power / Toughness
{1}{G}Mana Cost
1Prints

Character Background

Collective Resistance is a deceptively flexible instant that reads like a rallying cry for green decks trying to stay ahead on board while answering multiple angles of attack. In Modern Horizons 3, its escalate mode makes it especially strong in value-oriented midrange and control shells, since one card can protect a key threat, kill a problematic artifact, or remove an enchantment-based lock piece. The best use is often tempo-positive: spend just two mana to save your best creature from removal, or pay extra when the board demands a clean two-for-one against artifacts and enchantments. It pairs nicely with creature-heavy builds that want to force combat math in their favor, and with decks that recur spells or care about instant-speed interaction. In Commander, it’s a neat hedge against stax pieces, while in 60-card formats it shines as a sideboard all-star that also has maindeck utility if your meta is full of artifacts, enchantments, and spot removal.

Generated using gpt-5.4-mini

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Suggested Pricing
$1.10 - $1.61
At the current market price of $1.29.
Average Time to Sell
3 days
At the current market price of $1.29.

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Character Background

Collective Resistance is a deceptively flexible instant that reads like a rallying cry for green decks trying to stay ahead on board while answering multiple angles of attack. In Modern Horizons 3, its escalate mode makes it especially strong in value-oriented midrange and control shells, since one card can protect a key threat, kill a problematic artifact, or remove an enchantment-based lock piece. The best use is often tempo-positive: spend just two mana to save your best creature from removal, or pay extra when the board demands a clean two-for-one against artifacts and enchantments. It pairs nicely with creature-heavy builds that want to force combat math in their favor, and with decks that recur spells or care about instant-speed interaction. In Commander, it’s a neat hedge against stax pieces, while in 60-card formats it shines as a sideboard all-star that also has maindeck utility if your meta is full of artifacts, enchantments, and spot removal.

Generated using gpt-5.4-mini · Updated at 2026-08-11 01:10:49 UTC

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