Council's Judgment

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Custom Legal
MTGO Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Vintage Masters (VMA) Rare
Conspiracy (CNS) Rare

Combos Browse all

Council's Judgment

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.

Council's Judgment Discussion

ToolmasterOfBrainerd on Azorius Control

1 week ago

A 2nd Council's Judgment could be pretty good. Going up to 6 removal spells is a good number. You don't need Wasteland in the deck. You're trying to go over the top, which means you're not trying to tempo them out by attacking their mana. And if you're building on a budget, then you can play Hallowed Fountain instead of Tundra . It saves a few hundred dollars.

I'd cut Delver to add 1 Palace Jailer and maybe a 2nd Back to Basics .

And Batterskull is much better than Sword of Fire and Ice in UW Stoneblade.

LordCyrodil on Feather Redeems Boros in EDH [Primer]

2 months ago

First of all, thanks for making a primer on this commander! There are a lot of people starting to play this one since release, but not a lot of in depth content out yet. I have some suggestions based around my play experience with this deck:

  • Mirrorwing Dragon and Zada, Hedron Grinder : I feel Feather works best when you can go off and kill someone in one turn, usually with commander damage. These two creatures enable you to go wide while still benefiting from the instants and sorceries you are already playing in feather. Cards like Bandage go from draw one every turn to draw 1 card every turn for each creature you control, all for just 1 mana. If you are ever worried about decking yourself, just don't cast the draw card targeting these creatures. Pump spells can easily turn into 1 mana Overrun s. Usually the turn I drop this, as long as I have leftover mana to play other pump spells, I can win the game.

  • Dreadhorde Arcanist : This guy is a house. You are naturally running pump spells in your deck, so you won't have a problem casting spells out of your gy. Some cards you run in the deck, such as Path to Exile , Council's Judgment or Chaos Warp , won't recur with feather, so being able to cast them another time for free is huge.

  • Twinflame , Ajani's Presence and Launch the Fleet : works best with either of the two aforementioned creatures, but can also work with strive. Can win games pretty fast when you swing with even just a couple creatures. Ajani's presence has saved my board countless times from board wipes as well.

  • Samut's Sprint , Brute Strength , etc: Most of my games with feather end in drawing into Temur Battle Rage and casting on feather when she is power 11 or greater. This requires many small cmc, efficient pump spells to fill your draws in the early game.

Cards I would replace:

  • Veilstone Amulet and Scroll of the Masters : Veilstone amulet can be accomplished with other cards we play for less mana ( eg. Apostle's Blessing, shelter, etc. ). Spending 3 mana to drop a do-nothing artifact isn't where the deck wants to be. Scroll of Masters is cute but I think we can get better effects in just the instants and sorceries we run.

  • Sentinel Tower and Guttersnipe : I considered both of these cards when making the deck, but I found they played out too slow. I couldn't find a time when I would like to cast Sentinel Tower rather than spend mana casting a draw spell on feather. Guttersnipe felt the same way. He also tends to attract a lot of hate when I'm not ready to finish my opponents. The nice thing about feather is you can amass enough card advantage by the mid game where you can explode and possibly one-shot your opponent.

  • Akroan Conscriptor is a bit slow and can provide no value depending on the board state.

  • I don't know how I feel about Grapeshot . I guess you will be playing 3-5 spells each turn, but a reusable card to deal 5 damage to a target every turn seems pretty slow to me. You should be able to not care about an opponents creatures most of the time ( she has flying, can give protection with various spells in deck, etc ) so killing creatures isn't as valuable and doing 5 damage to an opponents face is pretty lackluster.

  • Silverclad Ferocidons : A card that is > 5 mana should win the game for you when you play it. This card doesn't do that. I would much rather play 5-6 of my cheap instants/sorceries then play this card in a turn.

There are probably other cards I could think of and recommend, but I'm still working on my own list and tweaking it as I play the deck. Thanks again for writing a primer on this commander! Enjoy!

zendrix1 on Help me add some lands please!!!!

2 months ago

I tend to run 36 lands plus 10 ramp sources (granted I adhore mana screw so you might not need all that). So I'd add 5 more lands and 6 more mana rocks personally.

Some cards I'd consider cutting to make room would be Chancellor of the Annex , Amulet of Safekeeping , Trinisphere , Council's Judgment , Suppression Field , and AEther Barrier (would need to cut more though)

General feedback is that it feels like you don't have too many ways to benefit from all the stax effects. Cards like As Foretold (which you have) or just a lot of mana rocks plus something like Unwinding Clock or Brago, King Eternal to let you operate under the oppressive effects more effectively than your opponents.

Lastly I'm not too sure how you win really other than just getting in the red zone with little hatebears. So maybe adding in some combo finishers like Helm of Obedience to combo with Rest in Peace

acedentprone on The Jig is Up - Lavinia, Azorius Renegade [Primer]

3 months ago

The land denial is a very valid option, just one I have personal dislike for. If your playgroup is more cutthroat or that's a strategy you enjoy then definitely throw that in.

I did consider Mox Diamond , it didn't make it in mostly due to initial budgetary reasons and may eventually make it in if I can find an FTV one for a non-insane price, although that extra mana rock hasn't been necessary.

Mox Opal I had not considered. I don't think my density of artifacts is high enough to consistently turn it on turn 1 or 2 where you really need it. I still don't think I do but I originally hadn't run the artifact lands nor the artifact tutors.

As I work on this would probably prioritize: Obtain WAR stuff > get the MagicFest plains & islands > finish foiling/promo(ing) the current list ( Minamo, School at Water's Edge , Cryptic Command , Chrome Mox , Mana Vault , Council's Judgment , Nimbus Maze , Seat of the Synod , Return to Dust ) > then pick up items like Mox Opal and Mox Diamond

Joe_Ken_ on Grand arbiter commander deck help

3 months ago

I would add Monastery Siege for that optional protection or looting effect. Then maybe some single target removal with Swords to Plowshares and Rapid Hybridization . But if you are looking for something for potentially more value Council's Judgment is one I’ve had fun with in my Geist of Saint Traft deck. If you are sticking to taxes and cost reduction I would recommend Will Kenrith since his +1 can nerf two of your opponents creatures and the -2 is a draw two and cost reduction on more things until it comes back to your turn.

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Council's Judgment occurrence in decks from the last year

Legacy:

All decks: 0.46%

Commander / EDH:

All decks: 0.01%