
Council's Judgment {1}{W}{W}
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.
Illustrated by Kev Walker
- Standard
- Not Legal
- Frontier
- Not Legal
- Modern
- Not Legal
- Pauper
- Not Legal
- Legacy
- Legal
- Penny
- Not Legal
- Vintage
- Legal
- Duel Cmdr.
- Legal
- Commander
- Legal
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Notes and Rules Information for Council's Judgment:
- 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. (2017-06-13)
- 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)
- None of the affected permanents are targeted. Players may vote for a permanent with protection from white, for example. (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)
- 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)
- 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)