Council's Judgment (Double Masters)
Council's Judgment back
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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.
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standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

In the unusual case that no permanents have any votes, nothing is exiled.
Each player must vote for one of the candidate permanents. They can't abstain.
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.
Because the votes are cast in turn order, each player will know the votes of players who voted beforehand.
Players can't do anything after they finishing voting but before the “winning” permanent or permanents are exiled.
None of the candidate permanents are targeted. Players may vote for a permanent with protection from white, for example.
In the unusual case that no permanents have any votes, nothing is exiled.
Each player must vote for one of the candidate permanents. They can't abstain.
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.
Because the votes are cast in turn order, each player will know the votes of players who voted beforehand.
Players can't do anything after they finishing voting but before the “winning” permanent or permanents are exiled.
None of the candidate permanents are targeted. Players may vote for a permanent with protection from white, for example.
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Value
0.80€


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