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.
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|Vintage Masters (VMA)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Council's Judgment occurrence in decks from the last year
All decks: 0.46%
Commander / EDH:
All decks: 0.01%
Council's Judgment Discussion
4 weeks ago
TypicalTimmy I kinda feel like you gave up on balancing this Timmy creation.
It's a 4 color Planeswalker, true, but is only 5 CMC. It starts with 5 loyalty, which is fair considering the previous.
The +2 is acceptable but is in a rather good state, as +2 is strong on the defensive side and the ability is not bad if you build for it.
The +1 is too strong as is. You get to turn any permanent (preferably of higher CMC) into a "tutor" for any other permanent. And you do it as a positive loyalty ability. It's basically Birthing Pod-esque but for any permanent type. This should really be a negative loyalty ability, like -2 or -3.
The -4 is completely unacceptable. I don't know if it is omission by accident or purpose, but the lack of target makes this a triple Council's Judgment without the voting, and that in itself is almost ultimate worthy. That you can do it from the start and the PW still lives is just bonkers! Even if it was meant to say target, a triple Oblation without the drawback (AND the ability to target lands!) is insane value and one of the best removal options in the game next to exile.
If you cast this on turn 4 (given you're green and likely can ramp just a tiny bit with mana fixing to make sure you get all 4 colors in time), you drop this 5 CMC and tug away 3 of your opponent's lands... What are they supposed to do? If they cannot counter the PW and hope the caster cannot counter it back with a Force of Negation or similar, they basically lost the game. It's way too swingy an ability and need to be restricted to nonlands, cost more (loyalty), be unavailable at start, and/or have less targets.
The -9 seems like a fool in disguise. Granted, most cannot bounce lands very easily, so you're at least a bit protected, but it would seem like you could put yourself at a major disadvantage. The best way to take advantage of this would be if you had Omniscience on the board, so you can effectively dump your newly acquired hand to secure the win.
The logistic part of the ultimate seems to be its biggest strike. Making tokens for every permanent you have would seem like a major memory issue.
1 month ago
And now I throw a bunch of cards at ya (sorry):
Phyrexian Revoker, Grafdigger's Cage, Stoneforge Mystic, Council's Judgment, Cataclysm, Monastery Mentor, Deafening Silence, Terminus, Luminarch Ascension, Trinisphere, Charming Prince, Batterskull, Mother of Runes, Leonin Relic-Warder, Aether Vial, Flickerwisp, Giant Killer, Fiend Hunter, Tangle Wire, Skullclamp, Knight of the White Orchid, Bounty Agent, Banisher Priest, Cliffside Rescuer, Selfless Spirit, Soldier of the Pantheon, Kytheon, Hero of Akros Flip, Tomik, Distinguished Advokist, Eldrazi Displacer, Glowrider, Thought-Knot Seer, Chalice of the Void, Kataki, War's Wage, Serenity, Fragmentize, Abolish, Lodestone Golem, Thorn of Amethyst, Sorcerous Spyglass, Wurmcoil Engine and Crucible of Worlds
2 months ago
Erst mal 3 relativ simple Vorschläge:
Rest in Piece muss ins SB.
Celestial Purge würde ich fürs Wishboard ein Mal spielen.
Monastery Mentor als SB Option gegen die Creature Decks ist vielleicht ganz gut hier.
Hier nochmal ein etwas ausgefallenerer Gedanke: Die Meta ist voll mit guten, blauen Permanents, besonders blaue Walker wie Teferi, Hero of Dominaria , Teferi, Time Raveler , Narset, Parter of Veils und dem unsäglichen Oko, Thief of Crowns , der neuerdings überall gespielt wird. Die wirst du mit deinem jetzigen Deck nicht wirklich los. Und Council's Judgment ist ein bisschen langsam. Wie wäre es also mit einem kleinen Rot Splash für Red Elemental Blast bzw. Pyroblast ? Als schöner Nebeneffekt tötet das auch Ice-Fang Coatl oder Delver of Secrets Flip usw.
3 months ago
Queen of Curses ala Queen Marchesa (Long May She Reign) is a awesome commander who brings the Monarch mechanic into the deck. To accompany your previously mentioned subthemes you could utilize Curses - which are a typical sub-theme of the Queen 's. Since she is mardu, you can also include the previously mentioned Ballot Broker for your voting/politics cards. Speaking of which, if you choose the queen you will have 15 of the previously mentioned cards to choose from - mentioned below:
Voting Cards Show
For wincons, you have some very exciting options in the form of Captive Audience , Generous Gift + Demonic Pact , and Approach of the Second Sun . And, if you were to ever be in a 1v1 scenario Overwhelming Splendor outright cripples your opponent's combat damage based strategies. So, what do you think?
3 months ago
I don't think it's wrong to have planeswalkers in the game per se, but I dislike the way they tend to warp games around them.
Because of the way planeswalkers work, they're guaranteed to get one loyalty ability off before passing priority if they resolve (barring other triggers etc). Usually one of their loyalty abilities generates card advantage, so even if immediately answered with a removal spell, you usually trade down in cards in doing so, unless you have the board presence to kill the walker without expending cards to do so.
This wouldn't really be a problem if:
- planeswalker removal was cheap and easy (so your tempo gain can outweigh the card disadvantage)
- planeswalkers were all high CMC permanents (high CMC permanents generally deserve immediate value)
- Direct planeswalker removal is usually constrained to black, and the spells that do are usually too inefficiently costed for eternal play (e.g. Hero's Downfall ). The best maindeckable walker answers are specifically BG (e.g. Assassin's Trophy ) with the occasional (less efficient) BR spell like Angrath's Rampage .
- Although walkers are technically open targets for direct damage, almost every single walker in existence can either escape Bolt range before passing priority, or generate card advantage so that Bolting them is a trade down in cards. This is a marked contrast to creatures - a substantial subset of competitive creatures are within Bolt range, and many can get Bolted without having generated card advantage first.
- White only removes walkers via its generic exile permanent effects, which are usually very inefficient to run many copies of (the best is Council's Judgment , a 3 mana sorcery, and is not available in Modern/Pioneer).
- These problems get exacerbated when the walkers are low CMC. Nobody really complains that Elspeth, Sun's Champion generates immediate value and is hard to directly kill - she's a 6-drop, one would hope you get some immediate value out of a 6-drop. But when we have Oko, Thief of Crowns doing similar things (generating immediate value + being very hard to kill) at 3cmc, then we suddenly start to notice how problematic our lack of strong answers to walkers become.
- Pithing Needle effects on walkers would be great, except not only are they pretty narrow, but don't fully shut down the WAR walkers with incredibly stupid one-sided static effects (hello Teferi, Time Raveler ), and look very silly in the face of multiple walkers. At least The Immortal Sun exists as a global walker activation blank...but at 6 mana...yeah no.
I could go on and on, but you get my point. We have 1 mana removal for every other nonland permanent type, and those other permanent types are still widely played; the fact that we lack 1 mana planeswalker removal (Bolt doesn't count the way it does for creatures) is incredibly stupid.
That being said, I sort of understand introducing walkers. They can be fun and interactive (let's be honest, the vast majority of walkers may technically have the issues I've described, but are just bad enough on the whole that nobody cares about them), and the ones that are archetype-enabling ( Sorin, Imperious Bloodlord is a fine example) instead of just generic slam-me-down-if-I'm-in-your-colors bombs are, in my opinion, a positive influence on the game.
They also have the benefits of:
- giving control decks a more reliable way to close the door (important given the massive threat power creep over the years)
- giving aggro/midrange decks threat diversification against control strategies
- giving players characters to identify and a connection to the lore
I think Liliana of the Veil has my vote for best powerful-but-fair planeswalker. She doesn't have insane loyalty numbers, she has BB in her mana cost (making her less splashable), the +1 is symmetrical (she's a build-around-me walker, not slam-me-if-you're-black walker), the -2 means she dies to a stiff breeze, and the ult, while powerful, isn't literally I-win-the-game.
3 months ago
@vileplume23 - I'm currently trying to reduce the CMC of this deck, so probably changing Diabolic Tutor with Demonic Tutor is an option for me.. Maze of Ith is very situational, and i have a lot of defensive creatures to deal with probable creatures that can kill me.. the only way i see that it can be useful is when my opponent steals Sun Titan for example and attacks me with it for a turn, then i can null the attack.. or if I'm against a voltron deck.. Council's Judgment is also situational.. I can see when i play this spell, that I can't even remove the nonland permanent that I wanted on the spot, if 2 or more opponents voted on another permanent.. politic-wise, it looks fun though..
@backdoorbonus - hmmm.. that's an interesting creature.. It can be another commander in the 99, that can recur itself to the 3rd card in the deck, but still.. It can also replace Zetalpa in the Tainted Strike + Zetalpa, Primal Dawn combo as a possible redundancy since it has double strike too.. thanks for the suggestion!
3 months ago
also Council's Judgment is expensive, but fun card for removal politics.