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Rules guide · Sorcery

Prisoner's DilemmaHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Murders at Karlov Manor Commander· February 9, 2024
Carte Magic Prisoner's Dilemma

Prisoner's Dilemma 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.

01

Official card text

Each opponent secretly chooses silence or snitch, then the choices are revealed. If each opponent chose silence, Prisoner's Dilemma deals 4 damage to each of them. If each opponent chose snitch, Prisoner's Dilemma deals 8 damage to each of them. Otherwise, Prisoner's Dilemma deals 12 damage to each opponent who chose silence. Flashback {5}{R}{R}

Complete guide

Prisoner's Dilemma is a fascinating red sorcery that brings the classic game theory puzzle straight to the Commander table. It forces your opponents into a precarious social contract where their survival depends on mutual trust or calculated betrayal. This card tests the bonds of friendship as players decide whether to stay silent or snitch for a chance at a smaller punishment.

The Mechanics of Choice

When Prisoner's Dilemma resolves, every opponent must secretly choose either 'silence' or 'snitch'. This is typically done by writing the choice down or using hidden tokens. Once all choices are locked in, they are revealed simultaneously. The amount of damage dealt depends entirely on the collective outcome: universal silence results in 4 damage each, universal snitching results in 8 damage each, and a split result punishes only the 'silent' players with a massive 12 damage.

Resolution Step-by-Step

First, the spell is cast and players have a chance to respond. Once resolution begins, no one can cast spells or activate abilities until the process is finished. Opponents make their secret choices simultaneously. After the reveal, the game checks the conditions: if all are 'silence', the 4-damage trigger applies. If all are 'snitch', the 8-damage trigger applies. In any other scenario (Mixed results), only those who chose 'silence' take 12 damage while the 'snitchers' take nothing. Finally, if you cast this via Flashback, it is exiled upon leaving the stack.

Timing and Strategy

Because the choices are made during resolution, your opponents cannot see what others are picking before they commit. As the caster, you want to use this when opponents have high life totals or when they are unlikely to coordinate. It is particularly potent in the late game when the 12-damage penalty for being the only 'silent' player could mean immediate elimination.

Common Mistakes

A common misconception is that the caster chooses who takes damage. The caster has no say in the outcome; the damage is determined solely by the opponents' choices. Additionally, remember that if an opponent has a damage prevention shield or protection from red, they still make a choice, but the resulting damage may be prevented. Also, note that 'snitchers' only take damage if *everyone* snitches; if even one person stays silent, the snitchers escape unharmed.

Interaction examples

The Cooperative Table

In a four-player game, you cast Prisoner's Dilemma. Your three opponents decide to trust each other and all secretly choose 'silence'. Upon reveal, because the choices are unanimous for silence, the spell deals 4 damage to each of them.

The Total Betrayal

You cast Prisoner's Dilemma while your opponents are at low life. Fearing a trap, every opponent secretly chooses 'snitch'. Because the choice was unanimous for snitch, the spell deals 8 damage to each of them, potentially ending the game.

The Mixed Result

You cast the spell and Opponent A chooses 'silence' while Opponents B and C choose 'snitch'. Since the choices were not unanimous, the 'Otherwise' clause triggers. Opponent A (the silent one) takes 12 damage, while Opponents B and C (the snitchers) take 0 damage.

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

How it works : Prisoner's Dilemma

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Choices are made during the resolution of Prisoner's Dilemma, so any responses to Prisoner's Dilemma must be made without knowing the outcome of those choices. Have fun iterating!

    No other card is named in this ruling.

02

Legal formats

legacyvintagecommanderoathbreakerduel
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