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Borrowed Hostility

Borrowed Hostility

Instant

common

Escalate (Pay this cost for each mode chosen beyond the first.) Choose one or both — • Target creature gets +3/+0 until end of turn. • Target creature gains first strike until end of turn.

$0.14 ✦ $0.09View on Scryfall →

Semantic Tags

Aggressivemechanical

Attacks quickly and deals damage efficiently. Includes haste, double strike, first strike, prowess, and cards that grant these.

Combat Trickmechanical

An instant-speed spell that modifies combat — pump, protection, or removal during combat.

Exaltedvector

A keyword ability that can make a creature better in combat. See rule 702.83, “Exalted.”

Takes extra combat phases for additional attacks and triggers.

A keyword ability that lets a creature deal its combat damage before other creatures. See rule 702.7, “First Strike.”

Pumpmechanical

A spell or ability that gives a temporary power/toughness boost.

Format Legality

commanderlegal
oathbreakerlegal
modernlegal
pioneerlegal
standardnot legal
legacylegal
vintagelegal
pauperlegal
historiclegal
explorernot legal
alchemynot legal

Price history

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Printings (5)

SetRarityTCGplayerCard KingdomCardmarket
Innistrad Remastered#146common···
Innistrad Remastered#396common···
Shadows over Innistrad Remastered#146common···
The List#EMN-121common···
Eldritch Moon#121common···

Related Concepts

Escalate

A keyword ability on some modal spells that adds a cost for choosing additional modes. See rule 702.120, “Escalate.”

Related Rules

122.1b

A keyword counter on a permanent or on a card in a zone other than the battlefield causes that object to gain that keyword. The keywords that a keyword counter can be are flying, first strike, double strike, deathtouch, decayed, exalted, haste, hexproof, indestructible, lifelink, menace, reach, shadow, trample, and vigilance, as well as any variants of those keywords. See rule 613.1f.

506.1

The combat phase has five steps, which proceed in order: beginning of combat, declare attackers, declare blockers, combat damage, and end of combat. The declare blockers and combat damage steps are skipped if no creatures are declared as attackers or put onto the battlefield attacking (see rule 508.8). There are two combat damage steps if any attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4).

510.4

If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.

702.1c

An effect may state that “the same is true for” a list of keyword abilities or similar. If one of those keyword abilities has variants or variables and the effect grants that keyword or counters of that keyword to one or more objects and/or players, it grants each appropriate variant and variable of that keyword.

702.4b

If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.

702.4d

Giving double strike to a creature with first strike after it has already dealt combat damage in the first combat damage step will allow the creature to assign combat damage in the second combat damage step.

702.7a

First strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”)

702.7b

If at least one attacking or blocking creature has first strike or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.

Rulings

2016-07-13

If 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).

2016-07-13

If 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.

2016-07-13

Additional costs don’t affect a spell’s mana value.

2016-07-13

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.

2016-07-13

You can’t choose any one mode multiple times.

2016-07-13

Effects that reduce the cost of spells reduce the total cost, including any escalate costs added.

2016-07-13

If 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.