standard
future
historic
gladiator
pioneer
explorer
modern
legacy
pauper
vintage
penny
commander
brawl
alchemy
paupercommander
duel
oldschool
premodern
Rulings
Expropriate doesn’t target any of the permanents you gain control of. You could choose a permanent with hexproof, for example. (Hey, money talks.)
You must vote for one of the available options. You can’t abstain.
Unlike the will of the council cards from the original Conspiracy set, where a majority of votes determined what happened, each vote made for a council’s dilemma card adds to the ultimate effect.
If a creature with an enters-the-battlefield council’s dilemma ability leaves the battlefield before that ability resolves, players can still vote for any option that would put +1/+1 counters on that creature, even though—or perhaps especially because—those votes won’t generate an effect.
The effects of each council’s dilemma ability happen in the stated order. First the vote occurs, then the first effect, and finally the second effect.
You can vote money to gain control of a permanent you own, no matter who controls it.
Players can’t do anything between voting and finishing the resolution of the spell or ability that included the vote.
Because the votes are made in turn order, each player will know the votes of players who voted beforehand.
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.
You must vote for one of the available options. You can’t abstain.
Unlike the will of the council cards from the original Conspiracy set, where a majority of votes determined what happened, each vote made for a council’s dilemma card adds to the ultimate effect.
If a creature with an enters-the-battlefield council’s dilemma ability leaves the battlefield before that ability resolves, players can still vote for any option that would put +1/+1 counters on that creature, even though—or perhaps especially because—those votes won’t generate an effect.
The effects of each council’s dilemma ability happen in the stated order. First the vote occurs, then the first effect, and finally the second effect.
You can vote money to gain control of a permanent you own, no matter who controls it.
Players can’t do anything between voting and finishing the resolution of the spell or ability that included the vote.
Because the votes are made in turn order, each player will know the votes of players who voted beforehand.
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.
Rulings
Expropriate doesn’t target any of the permanents you gain control of. You could choose a permanent with hexproof, for example. (Hey, money talks.)
You must vote for one of the available options. You can’t abstain.
Unlike the will of the council cards from the original Conspiracy set, where a majority of votes determined what happened, each vote made for a council’s dilemma card adds to the ultimate effect.
If a creature with an enters-the-battlefield council’s dilemma ability leaves the battlefield before that ability resolves, players can still vote for any option that would put +1/+1 counters on that creature, even though—or perhaps especially because—those votes won’t generate an effect.
The effects of each council’s dilemma ability happen in the stated order. First the vote occurs, then the first effect, and finally the second effect.
You can vote money to gain control of a permanent you own, no matter who controls it.
Players can’t do anything between voting and finishing the resolution of the spell or ability that included the vote.
Because the votes are made in turn order, each player will know the votes of players who voted beforehand.
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.
You must vote for one of the available options. You can’t abstain.
Unlike the will of the council cards from the original Conspiracy set, where a majority of votes determined what happened, each vote made for a council’s dilemma card adds to the ultimate effect.
If a creature with an enters-the-battlefield council’s dilemma ability leaves the battlefield before that ability resolves, players can still vote for any option that would put +1/+1 counters on that creature, even though—or perhaps especially because—those votes won’t generate an effect.
The effects of each council’s dilemma ability happen in the stated order. First the vote occurs, then the first effect, and finally the second effect.
You can vote money to gain control of a permanent you own, no matter who controls it.
Players can’t do anything between voting and finishing the resolution of the spell or ability that included the vote.
Because the votes are made in turn order, each player will know the votes of players who voted beforehand.
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.
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