Collective Inferno is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays foror one mana of that creature's color.) As this enchantment enters, choose a creature type. Double all damage that sources you control of the chosen type would deal.
Complete guide
Collective Inferno is a powerful enchantment that turns a specific tribe into a source of overwhelming destruction. By utilizing your creatures to fuel its cost through Convoke, you can double the impact of your favorite creature type in a single turn.
Harnessing the Swarm
Collective Inferno features Convoke, allowing you to tap untapped creatures you control to pay for its mana cost. Each creature pays for {1} or one mana of that creature's color. As the enchantment enters the battlefield, you choose a creature type. Once a type is chosen, all damage dealt by sources you control of that type is doubled. This includes combat damage, triggered abilities, and activated abilities.
Resolution and Damage Calculations
When Collective Inferno enters the battlefield, you make your choice of creature type; this is not a triggered ability and cannot be responded to. The doubling effect is a replacement effect. If damage is being divided (such as with Trample), you assign the original damage first, and then the doubling applies to each portion. If multiple effects modify damage, the player or controller of the permanent being dealt damage chooses the order in which those effects apply.
Strategic Execution
Because Convoke is an additional way to pay costs, you can tap creatures with 'summoning sickness' to help cast Collective Inferno. Note that tapping an attacking creature for Convoke (if an effect allows you to cast spells during combat) does not remove it from combat. To maximize value, play this when you have a board presence that can immediately capitalize on the doubled damage output.
Common Pitfalls
A common mistake is forgetting that the damage source must be of the chosen type. If you choose 'God' and a God source deals damage, it is doubled. However, Collective Inferno itself is the source of the doubling effect, but not the source of the damage. Also, remember that if all damage is prevented by another effect before the doubling occurs, Collective Inferno has nothing to double.
Interaction examples
If you control Purphoros, God of the Forge and Collective Inferno with 'God' as the chosen type, Purphoros's triggered ability is affected. When another creature enters the battlefield under your control, Purphoros's ability triggers to deal 2 damage to each opponent. Because the source (Purphoros) is a God, Collective Inferno replaces that 2 damage with 4 damage to each opponent.
Suppose you control Warstorm Surge and Collective Inferno with 'Warrior' as the chosen type. When a 3/3 Warrior creature enters the battlefield, Warstorm Surge triggers. The source of the damage is the creature itself, not the enchantment. Since the source is a Warrior, the 3 damage assigned by Warstorm Surge is doubled by Collective Inferno, resulting in 6 damage to the target.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Collective Inferno
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If a creature you control has a mana ability with
in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
No other card is named in this ruling.
- #2· Wizards of the Coast
If another effect (or effects) modifies how much damage a source you control of the chosen type would deal (for example, by preventing some of that damage), the player being dealt damage or the controller of the permanent being dealt damage chooses the order in which any such effects, including the effect of Collective Inferno's last ability, apply. If all of the damage is prevented before the effect of Collective Inferno's last ability would apply, its effect no longer applies.
No other card is named in this ruling.
- #3· Wizards of the Coast
Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
No other card is named in this ruling.
- #4· Wizards of the Coast
The damage is dealt by the same source as the original source of damage. The doubled damage isn't dealt by Collective Inferno unless (in a very unusual case) it was the original source of damage.
No other card is named in this ruling.
- #5· Wizards of the Coast
If damage dealt is being divided or assigned among multiple permanents or players, that damage is divided or assigned before any effects modify how much damage would be dealt. For example, say you control Collective Inferno and you attack an opponent with a 5/5 creature of the chosen type with trample and haste. If it's blocked by a 2/2 creature, you can assign 2 damage to the blocker and 3 damage to the defending player. Those amounts are then doubled to 4 and 6, respectively.
No other card is named in this ruling.
- #6· Wizards of the Coast
You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
No other card is named in this ruling.
- #7· Wizards of the Coast
When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Champion of the Path + Malignus + Collective Inferno
- 1Cast Malignus by paying
. It'll enter with power equal to half the highest life total among your opponents, rounded up.
- 2When Malignus enters, Champion of the Path triggers, causing Malignus to deal damage equal to its power doubled to each opponent due to Collective Inferno.
Heartless Hidetsugu + Pariah's Shield + Collective Inferno
- 1Activate Heartless Hidetsugu by tapping it, dealing damage to each opponent equal to half their life total, rounded down, times 2, and dealing no damage to you due to Pariah's Shield.
Heartless Hidetsugu + Pariah + Collective Inferno
- 1Activate Heartless Hidetsugu by tapping it, dealing damage to each opponent equal to half their life total, rounded down, times 2, and dealing no damage to you due to Pariah.
Phyrexian Vindicator + Martyrdom + Collective Inferno
- 1Cast Martyrdom by paying
, targeting Phyrexian Vindicator.
- 2Activate Phyrexian Vindicator by paying
, targeting a creature.
- 3Attempt to deal damage to the targeted creature. The damage will then be increased due to Collective Inferno, then redirected to Phyrexian Vindicator, which is then redirected back to the creature that was originally targeted.
- 4Holding priority, activate Phyrexian Vindicator by paying
, targeting the creature.
- 5Repeat step 4 until all damage will be redirected to Phyrexian Vindicator.
- 6Repeat from step 3.
Heartless Hidetsugu + With Great Power . . . + Collective Inferno
- 1Activate Heartless Hidetsugu by tapping it, dealing damage to each opponent equal to half their life total, rounded down, times 2, and dealing no damage to you due to With Great Power....
Heartless Hidetsugu + Gideon's Sacrifice + Collective Inferno
- 1Cast Gideon's Sacrifice by paying
.
- 2Activate Heartless Hidetsugu by tapping it, dealing damage to each opponent equal to half their life total, rounded down, times 2, and dealing no damage to you due to Gideon's Sacrifice.
Smaug the Impenetrable + Street Urchin + Collective Inferno
- 1Activate your commander using the ability granted to it by Street Urchin by paying
and sacrificing another creature or artifact, dealing 2 damage to Smaug due to Collective Inferno.
- 2Smaug triggers, creating two Treasure tokens.
- 3Activate a Treasure by tapping and sacrificing it, adding
.
- 4Repeat.
Walking Ballista + Unspeakable Symbol + Quest for Pure Flame + Collective Inferno
- 1Give Walking Ballista lifelink, if needed.
- 2If Walking Ballista has less than two +1/+1 counters on it, activate Unspeakable Symbol by paying 3 life, putting a +1/+1 counter on Walking Ballista.
- 3Activate Walking Ballista's second ability by removing a +1/+1 counter from it, dealing 4 damage to an opponent or a permanent an opponent controls, and causing you to gain 4 life.
- 4Repeat from step 2.
Legal formats
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Meta decks with Collective Inferno
No archived Top 8 deck with this card yet.



Purphoros, God of the Forge
Warstorm Surge












