Lieutenants of the Guard (Conspiracy: Take the Crown #16)

Lieutenants of the Guard {4}{W}

Creature — Human Soldier

Council’s dilemma — When Lieutenants of the Guard enters, starting with you, each player votes for strength or numbers. Put a +1/+1 counter on Lieutenants of the Guard for each strength vote and create a 1/1 white Soldier creature token for each numbers vote.

2/2

Illustrated by Johannes Voss

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Lieutenants of the Guard:
  • 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. (2016-08-23)
  • 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. (2016-08-23)
  • Because the votes are made in turn order, each player will know the votes of players who voted beforehand. (2016-08-23)
  • You must vote for one of the available options. You can’t abstain. (2016-08-23)
  • 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. (2016-08-23)
  • 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. (2016-08-23)
  • Players can’t do anything between voting and finishing the resolution of the spell or ability that included the vote. (2016-08-23)