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Council s Judgment (Vintage Masters)

Council's Judgment

Vintage Masters — rare

Sorcery

Council's Judgment rulings:

2020-08-07: Because the votes are cast in turn order, each player will know the votes of players who voted beforehand.

2020-08-07: Each player must vote for one of the candidate permanents. They can't abstain.

2020-08-07: 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.

2020-08-07: None of the candidate permanents are targeted. Players may vote for a permanent with protection from white, for example.

2020-08-07: Players can't do anything after they finishing voting but before the “winning” permanent or permanents are exiled.

2020-08-07: In the unusual case that no permanents have any votes, nothing is exiled.

Council s Judgment (Vintage Masters)

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8.99/10

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Will of the council — Starting with you, each player votes for return or embark. If return gets more votes, each player returns up to two cards from their graveyard to their hand, then you exile Sail into the West. If embark gets more votes or the vote is tied, each player may discard their hand and draw seven cards.

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Will of the council — When Magister of Worth enters the battlefield, starting with you, each player votes for grace or condemnation. If grace gets more votes, each player returns each creature card from their graveyard to the battlefield. If condemnation gets more votes or the vote is tied, destroy all creatures other than Magister of Worth.

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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.

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Will of the council — Choose target instant or sorcery spell. Starting with you, each player votes for denial or duplication. If denial gets more votes, counter the spell. If duplication gets more votes or the vote is tied, copy the spell. You may choose new targets for the copy.

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Will of the council — Starting with you, each player votes for death or torture. If death gets more votes, each opponent sacrifices a creature. If torture gets more votes or the vote is tied, each opponent loses 4 life.

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Vault 11 Voters Dilemma

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I — For each opponent, you create a 1/1 white Human Soldier creature token.
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Council's dilemma — Starting with you, each player votes for time or money. For each time vote, take an extra turn after this one. For each money vote, choose a permanent owned by the voter and gain control of it. Exile Expropriate.

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Path of the Enigma

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Will of the Planeswalkers — Starting with you, each player votes for planeswalk or chaos. If planeswalk gets more votes, planeswalk. If chaos gets more votes or the vote is tied, chaos ensues.

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Create X 1/1 white Spirit creature tokens with flying.
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Discard all the cards in your hand. Add for each card discarded this way, then draw that many cards plus one.
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