The Crowd Goes Wild
Sorcery
Assist (Another player can pay up to of this spell's cost. You choose the value of X.)
Support X. (Put a +1/+1 counter on each of up to X target creatures.)
Each creature with a +1/+1 counter on it gains trample until end of turn.
- CMC
- 1
- Mana cost
- Color identity
- G
- Rarity
- uncommon
- Set
- The List
- Price
- $0.18
- EDHREC rank
- #19631
The Crowd Goes Wild puts +1/+1 counters on every creature you control — one counter per spell you've cast this turn — and gives them all trample until end of turn, which turns a wide board into a lethal alpha strike. The cost is real: it rewards spell-dense turns, so a low storm count makes it a worse pump spell than cheaper options.
Format Analysis
Where it lives, where it can’t
| Format | Verdict |
|---|---|
| commander | legal |
| legacy | legal |
| modern | not legal |
| pioneer | not legal |
| standard | not legal |
| vintage | legal |
| pauper | not legal |
| oathbreaker | legal |
Commander is where The Crowd Goes Wild does its best work — token and go-wide strategies are everywhere, and the combination of counters plus trample on an instant is genuinely hard to replicate at any price. In Legacy and Vintage it's legal but irrelevant; neither format is interested in a sorcery-speed-adjacent pump spell that requires setup when Craterhoof Behemoth and Natural Order exist. Oathbreaker can support it in the right shells, particularly with a planeswalker that generates tokens or rewards spell volume, but the pool is narrow enough that it's a build-around rather than a staple.
Key Combos
Combo lines featuring this card
Price Context
Current price
$0.18 bulk tier
At $0.18, The Crowd Goes Wild is deep bulk — the kind of card you pick up as a throw-in without thinking. The price reflects its narrow fit; it's good in the right deck but has no crossover appeal that would push demand higher.
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Sources
Mentioned
Updated . Data from Scryfall, EDHREC, and Commander Spellbook.