Esfuerzo coordinado

Encantamiento

Al comienzo del mantenimiento de cada jugador, todas las criaturas que controlas ganan la habilidad de volar hasta el final del turno si una criatura que controlas vuela. Lo mismo vale para las habilidades de inspirar temor, dañar primero, dañar dos veces, cruzar tierras, protección, arrollar y vigilancia.
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standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

For example, a player controls three creatures when Concerted Effort’s ability resolves: one creature with flying and protection from red, one with islandwalk and protection from green; and one with vigilance. All three creatures will have flying, islandwalk, vigilance, protection from red, and protection from green until the end of the turn.
Creatures keep all abilities granted this way until the end of the turn, even if Concerted Effort or the original creature with that ability leaves the battlefield.
In Two-Headed Giant, triggers only once per upkeep, not once for each player.
For example, a player controls three creatures when Concerted Effort’s ability resolves: one creature with flying and protection from red, one with islandwalk and protection from green; and one with vigilance. All three creatures will have flying, islandwalk, vigilance, protection from red, and protection from green until the end of the turn.
Creatures keep all abilities granted this way until the end of the turn, even if Concerted Effort or the original creature with that ability leaves the battlefield.
In Two-Headed Giant, triggers only once per upkeep, not once for each player.
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