Council’s Judgment

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.

Council’s Judgment

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.

Council’s Judgment

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.

Council Guardian

Will of the council — When Council Guardian enters the battlefield, starting with you, each player votes for blue, black, red, or green. Council Guardian gains protection from each color with the most votes or tied for most votes.

Custodi Squire

Flying
Will of the council — When Custodi Squire enters the battlefield, starting with you, each player votes for an artifact, creature, or enchantment card in your graveyard. Return each card with the most votes or tied for most votes to your hand.

Magister of Worth

Flying
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.

Council’s Judgment

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.

Plea for Power

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.

Tyrant’s Choice

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.

Coercive Portal

Will of the council — At the beginning of your upkeep, starting with you, each player votes for carnage or homage. If carnage gets more votes, sacrifice Coercive Portal and destroy all nonland permanents. If homage gets more votes or the vote is tied, draw a card.

Plea for Power

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.

Custodi Squire

Flying
Will of the council — When Custodi Squire enters the battlefield, starting with you, each player votes for an artifact, creature, or enchantment card in your graveyard. Return each card with the most votes or tied for most votes to your hand.

Tyrant’s Choice

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.

Coercive Portal

Will of the council — At the beginning of your upkeep, starting with you, each player votes for carnage or homage. If carnage gets more votes, sacrifice Coercive Portal and destroy all nonland permanents. If homage gets more votes or the vote is tied, draw a card.

Council’s Judgment

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.

Magister of Worth

Flying
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.

Split Decision

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.

Bite of the Black Rose

Will of the council — Starting with you, each player votes for sickness or psychosis. If sickness gets more votes, creatures your opponents control get -2/-2 until end of turn. If psychosis gets more votes or the vote is tied, each opponent discards two cards.

Council Guardian

Will of the council — When Council Guardian enters the battlefield, starting with you, each player votes for blue, black, red, or green. Council Guardian gains protection from each color with the most votes or tied for most votes.