Council's Judgment


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

Printings View all

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

Combos Browse all

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.

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Recent Decks

Council's Judgment Discussion

SynergyBuild on Ancestral Animar

3 weeks ago

JMCraig wait. You call targetted removal 'point removal'? xD

Like 'spot removal' I have heard and thought was weird, but apparently Council's Judgment and other stuff aren't really 'targetted removal', so whatever, but really, 'point removal?'

No disrespect, but it caught me off-guard.

Skinken on Mono White Controlish

1 month ago

Yea, 17 lands is pretty low, didn't really notice that before.

I'd cut a few Land Taxes. It's not always amazing, and you never wanna see more than one in a game. It's not essential to the gameplan, so running 3 is way too excessive imo. 1 is fine though.

You are currently running 9 anthems. Is that too many? Never actually played tokens myself, so I have no clue. Maybe simply cutting the last Crusade could work out.

Also, have you considered running an Isochron Scepter? It could win some games due to sheer lockdown. If you want additional support for it, remove Gather the Townsfolk and add Raise the Alarm for a very strong value engine in the lategame.

Also consider more good removal, at least in the sideboard. Path to Exile or Condemn for a budget option adds more light removal. Oblivion Ring or Council's Judgment can really safe you against some creatures. Emrakul and Marit Lage in particular, but counsil's also deals with True-Name Nemesis, which is nice.

I would prolly cut like this:

-1x Crusade, -2x Land Tax, -2x Gather the Townsfolk, -1x Spectral Procession,

+1x Plains, +2x Mana Tithe, +2x Raise the Alarm, +1x Isochron Scepter

You can change less or more, depending on what you want. After all, you are the one playing the deck ;)

sylvannos on Old mono blue control refresh

2 months ago

There's a lot of viable Mono-Blue Control (and control/combo) decks in Legacy.

Some you might like:

Mono-Blue Painter
Counter Bridge
Mono-Blue Fish (this one isn't a control deck, but it's worth looking at because it's cheap to build, can be configured for Modern, and has a lot of overlap with other decks in the format)

I'm partial towards Omnishow, which is a combo deck that plays very "draw, go" before it dumpsters all over your opponent's face.

You might also like U/W Standstill. The deck can be made mono-blue, but it loses some of its power. Decklist can be found here. To make it mono-blue, you'd cut:

-4x Myth Realized
-4x Terminus
-4x Swords to Plowshares
-1x Council's Judgment
-3x Tundra
-1x Karakas

...and add something like:

+1x Faerie Conclave
+1x Mishra's Factory
+2x Island
+2x Daze
+1x Flusterstorm
+4x Delver of Secrets  Flip
+2x Counterspell
+4x Preordain

Elvish_Preshley on Karona

2 months ago

Thank you for commenting!

My deck tries to make others co-responsible for the outcome of my cards. Instead of Guided Passage, Intuition and Distant Memories I could have just put in stuff like Demonic Tutor and Vampiric Tutor, but would take away the politics.

Not only the tutors follow these principles, but the same goes for mass removal Magister of Worth, Coercive Portal, Austere Command, land destruction Bend or Break, spot removal Council's Judgment, Diaochan, Artful Beauty, and reanimation Dawnbreak Reclaimer.

Another part of the deck is about making friends so I have some influence on their choices. I can do so by giving away tokens, life, counters, cards etc.

Overall the rest of the deck is mana fixing, drawing and pillow forting.

I'm still make a lot of changes after each game. Running 5 colours gives you so many options.


I like your take on Karona, although it's it's really different from mine. You really went for the wall tribal theme. I can imagine that it's fun to play. You're not really a threat early in the game and quite annoying to deal with later on. If you haven't done so already, check this Karona Defender Build on Youtube

Honor_Basquiat on Odd One Out

2 months ago

You're off to a good start.

Replace Cancel with another three mana counterspell like Dissipate or Void Shatter. You can also play something like Supreme Will which is a conditional counterspell but also functions as a makeshift Impulse. This means if you reveal it with Yennett, you can cast it for free still. Mystic Confluence is good for the same reason (which you are already running).

Your bomb package is good although I think Nezahal, Primal Tide is worth considering along with Chancellor of the Annex.

I'd also recommend more ways to protect Yennett (and your other bombs). Cards like Mother of Runes and Kira, Great Glass-Spinner do this well.

Path to Exile and Vindicate are essential removal spells you aren't running. I'm also fond of Council's Judgment and Aura of Silence.

Nietzsky on Heliod (MWC)

7 months ago

A few suggestions.... In mono white, I like to slot Stony Silence ... it'll help shutdown the table's ramp while not nearly affecting you as severely.

Karmic Justice is great to couple with Martyr's Bond at half the CMC, and while it requires spot removal to activate, it will let you select the permanent which is nice.

If you plan on running a few more enchantment/equipment pieces, Stoneforge Mystic can serve as a great tutor (I would suggest Sword of Fire and Ice at the very least, Sword of Feast and Famine is also nice), and Sram, Senior Edificier is a great low-to-the-ground value engine in mono white.

I would remove most of your higher CMC creatures that serve as spot removal or aren't horribly gamechanging in-and-of-themselves (Baneslayer Angel comes to mind), and I would throw in some more low to the ground equipment, and effects like Cathars' Crusade .

For spot removal, Council's Judgment is great for multiplayer, and bypasses shroud/hexproof effects. Also, I like to slot Mana Tithe when I play white, for most people aren't expecting a counterspell outside of blue, and people won't refrain from fully tapping against a mono white deck.

Recruiter of the Guard can tutor up a great deal of your low-to-the-ground creatures.

DespairFaction on Arahbo - Legendary Cats!

7 months ago

Making a few updates to make the deck more resilient.


2 Forest, Longtusk Cub, Trained Caracal, Sword of Feast and Famine pro green is bad with arahbo. Garruk Wildspeaker great card but no real synergy with this deck. Initiate's Companion. Growing Rites of Itlimoc  Flip it will be too difficult to flip, and wont be able to do so reliably.


Phantom Nishoba, Heroic Intervention, Aura Shards, Austere Command, Tower Above, Urza's Incubator, Council's Judgment, Reliquary Tower

pskinn01 on Hexproof merfolk vs Forerunner of ...

7 months ago

hexproof only stops things that specifically says target. If a spell or an abilitiy does not say "target", it does not target per the rules of the game. So "damage to all creatures" spells and abilities are not effected by hexproof.

Also, Hexproof does not stop things that let you choose a creature such as Council's Judgment. These types of cards are few, but it is important to know that since they do not say target, hexproof will not stop them.

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