Card

Council's Judgment

Sorcery


Will of the council — Starting with you, each player votes for a nonland permanent you don't control. Exile each permanent with the most votes or tied for most votes.

When its power is threatened, the council speaks with a unified voice.


  Double Masters (2XM)
#11, Rare

Illustrated by: Kev Walker

Not Legal Alchemy BO1
Not Legal Standard BO1
Not Legal Brawl
Not Legal Explorer BO1
Not Legal Historic BO1
Not Legal Modern
Not Legal Pauper
Not Legal Pioneer
Not Legal Traditional Standard
Not Legal Timeless BO1
Not Legal Traditional Alchemy
Not Legal Traditional Explorer
Not Legal Traditional Historic
Not Legal Traditional Timeless

Rulings

  • 2017-06-13
    If a choice has no votes, it can’t have the most votes. If all choices have zero votes, the voting ability has no effect.
  • 2014-05-29
    Because the votes are cast in turn order, each player will know the votes of players who voted beforehand.
  • 2014-05-29
    No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
  • 2014-05-29
    The phrase “the vote is tied” refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn’t tied.
  • 2014-05-29
    Players can’t do anything after they finishing voting but before the spell or ability that included the vote finishes resolving.
  • 2014-05-29
    None of the affected permanents are targeted. Players may vote for a permanent with protection from white, for example.
  • 2014-05-29
    You must vote for one of the available options. You can’t abstain.
USD Non-foil
USD Foil
EUR Non-foil
EUR Foil