Plea for Power {3}{U}
Sorcery
Will of the council — Starting with you, each player votes for time or knowledge. If time gets more votes, take an extra turn after this one. If knowledge gets more votes or the vote is tied, draw three cards.
“Smoke rises once more from Mount Doom. The power of the Black Land grows and we are hard beset.”
—Boromir
Illustrated by Josh Hass
- Standard
- Not Legal
- Alchemy
- Not Legal
- Pioneer
- Not Legal
- Explorer
- Not Legal
- Modern
- Not Legal
- Historic
- Not Legal
- Legacy
- Legal
- Brawl
- Not Legal
- Vintage
- Legal
- Timeless
- Not Legal
- Commander
- Legal
- Pauper
- Not Legal
- Oathbreaker
- Legal
- Penny
- Legal
Toolbox
Notes and Rules Information for Plea for Power:
- Because the votes are cast in turn order, each player will know the votes of players who voted beforehand. (2014-05-29)
- You must vote for one of the available options. You can't abstain. (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)
- Players can't do anything after they finish voting but before the spell or ability that included the vote finishes resolving. (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)