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Rules guide · Sorcery

Council's JudgmentHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Outlaws of Thunder Junction Commander· April 19, 2024
Carte Magic Council's Judgment

Council's Judgment is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

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.

Complete guide

Council's Judgment is a powerful white sorcery that utilizes the 'Will of the council' mechanic to remove problematic permanents. Because it does not target, it is one of the most versatile removal spells in the game, capable of bypassing almost any keyword protection. Whether you are playing in a multiplayer format or one-on-one, understanding the voting process is key to mastering this card.

How the Voting Works

When Council's Judgment resolves, you start the voting process. Starting with you and proceeding in turn order, each player must choose one nonland permanent you don't control. You cannot abstain; everyone must cast a vote. Importantly, because voting happens during resolution, no player can cast spells or activate abilities once the first vote has been cast. The game checks which permanent or permanents received the highest number of votes, and all of them are exiled simultaneously.

The Power of Non-Targeted Removal

The most significant advantage of Council's Judgment is that it does not use the word 'target.' This means players do not choose what to exile until the spell is already resolving. Consequently, opponents cannot respond to the vote itself by giving a permanent Hexproof, Shroud, or Protection from White. If a permanent is voted for, it will be exiled regardless of its keywords, provided it is a nonland permanent you do not control.

Strategy and Diplomacy

In multiplayer games, this card acts as a political tool. Since players vote in turn order, each subsequent player knows exactly what the previous players chose. This allows for coordination to remove multiple threats (by creating a tie) or focusing all votes on a single 'must-kill' permanent. In a one-on-one game, the caster always wins a tie because they vote first and their opponent must vote for something else to change the outcome, though the caster's choice will always have at least one vote.

Interaction examples

Bypassing Protection

If your opponent controls a creature with Protection from White, you can still exile it with Council's Judgment. Because the spell does not target, the rules for Protection (which prevent targeting) do not apply during the voting process.

Recovering the Judgment

If Council's Judgment is in your graveyard, you can use Sevinne's Reclamation to return it to the battlefield. However, since Council's Judgment is a sorcery and not a permanent, Sevinne's Reclamation cannot target it. You would instead use Sevinne's Reclamation to return a different permanent, and cast Council's Judgment normally from your hand to keep the board clear.

Removing Tutors

An opponent casts Open the Armory to find a powerful Equipment. After they play the Equipment, you cast Council's Judgment. Even if that Equipment gives the creature Hexproof, you and other players can still vote for the Equipment itself or the creature it is attached to, exiling them without needing to target.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Council's Judgment

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Because the votes are cast in turn order, each player will know the votes of players who voted beforehand.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Each player must vote for one of the candidate permanents. They can't abstain.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    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.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

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

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Players can't do anything after they finishing voting but before the "winning" permanent or permanents are exiled.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    In the unusual case that no permanents have any votes, nothing is exiled.

    No other card is named in this ruling.

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Legal formats

legacyvintagecommanderoathbreakerdueltlr
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