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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Council's Judgment Discussion

Nietzsky on Heliod (MWC)

2 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!

2 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 ...

3 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.

musicalsocks on

3 months ago

Looking good!


Alhammarret's Archive - hype your life gain with bonus card draw!

Isperia, Supreme Judge and Council's Judgment - keep with your supreme judge theme!

Grand Arbiter Augustin IV - because why not?

Rythven-Fang on Legasaheeli

4 months ago

Impulse should be Brainstorm I see no reason to run a worse version of a card

Other cards you should run Lightning Bolt, Ponder, Spell Pierce, Swords to Plowshares, and Council's Judgment

Pyroclasm, Arcane Denial, Leyline of Sanctity, and possibly Abrade should all be sideboard or just gone. (I like the modality of abrade and could see it mainboard but as a two of)

those are my thoughts on this. I've been trying to work the deck as well. Just doesn't quite want to make it into legacy it seems

stephan16 on Cat tribal, not wide, no equip

4 months ago

Dear Spirit,thanks a lot. I'm getting back and forth because I don't know what to cut :). At the moment my cats are one drop, or utility. Thats why Fleecemane Lion got the cut somewhere, but indestructible would be a good keeper after board removal.About Council's Judgment its probably a good card if you are on the loosing side, but if the card you want removed is not a threat to everybody i see it not removed. I would rather not have Oblivion Ring because of my mass enchantment removal. I actually enjoy it when somebody plays it on me, as I know, when everybody gets their enchantments removed, I will get mine back :)

All in all I just have to get more plays with the deck, so I get a taste what to cut, because you made some real nice suggestions. Thanks again.

Spirits on Cat tribal, not wide, no equip

4 months ago

Hi stephan16,

Thanks for the comments on Arahbo, Xenagos... for Cats.

You've got all the reasonable CMC1 cats, Leonin Elder is a bit borderline for me. I see you have the fetch lands in the Sideboard, I assume the plan is to get those in, Steppe Lynx will thank you. I would get out some of those lands that enter the battlefield tapped. I only play a couple, Dryad Arbor so I can Green Sun's Zenith it, and Hall of the Bandit Lord.

Scavenging Ooze is good, non-cat obviously, but he's independently good anyway. May consider Ground Seal (see it in your maybeboard), it draws a card to replace itself so just costs you mana, and maybe draws an enchantment removal from opponents that might be saved for a Sylvan Library so they can continue with their deck strategy. Watchers of the Dead is also an on-cat-trend graveyard control card. He's 2 power for CMC2 so he doesn't hurt you either with the Eminence.

Fleecemane Lion is a nice tempo guy, hes 3 power for CMC2 and he has built-in Indestructible if you draw him late in the game, not too shabby... tabby

I really dislike Council's Judgment, it rarely removes what I really want, in Selesnya it's limited a bit for removal, I'd almost always rather have an Oblivion Ring so I get to choose, or a Path to Exile if I usually remove a creature / blocker.

Seeds of Innocence seems counter productive for an early turn 1 drop system, but I can see how eliminating all those CMC0/1/2 artifacts would be an advantage longer term. If you're looking to keep the board clear makes sense.

I see you have Hush how about Paraselene, no cycling, but it's CMC1 less and has a secondary trigger.

Triumph of the Hordes gives a secondary possible win-con, it's pretty good. With Ooze Garden or White Sun's Zenith could be a win.

I would recommend Alms Collector, not sure how many Grixis commanders you fought, Kess, Dissident Mage, Jeleva, Nephalia's Scourge with Show and Tell to Enter the Infinite combos, or even Izzet with Blue Sun's Zenith infinite draw, many EDH run mass draw, he shut's that down. Used him successfully many a time, I've even Chord of Calling him in response.

Prowling Serpopard can be nice, he's like another Cavern of Souls and his 4 power for CMC3, isn't prohibitive for an aggro strategy.

Enlightened Tutor is a nice way to pull Sylvan Library to keep tempo, and especially if your ramping into board wipes, help replace some cats into your hand. Maybe a Mirari's Wake instead of one of the more expensive ramp spells, to assist with the tokens and with the ramp?

I originally built the cats (using hypergeometric distribution formula), but I found, in Multi-Player commander, it wasn't enough so I abandoned that srtategy. Lately I've been thinking perhaps land destruction would be better paired with aggor-cats.

You already have Wasteland and Strip Mine, you could change one of your creature board removals into Cataclysm. Crucible of Worlds, Armageddon, Ravages of War, and maybe even Command Beacon would be needed however. With ramp, and the low CMC cats + Eminence I feel it's a viable aggro strategy. Maybe give it some thought, it's a shift, depends on how well it's performing for you.

I don't have a Gaea's Cradle so I don't run Crop Rotation, but I run Nature's Lore which I've been able to abuse a bit to ramp faster, and a little more expensive alternative Three Visits. I would also run Eladamri's Call, I know it doesn't go into play like the others, but its CMC2 for a bit more consistency.

Heirloom Blade could give you some survive ability through a board wipe, would also work with the various sac/draw like Greater Good to replace/draw a creature to replace the one lost. Scavenging Ooze would be your best friend.

Lame_Duck on why is it that when ...

5 months ago

Mostly because you need to declare targets when you cast a spell and the targets of a modal spell depend on what mode(s) have been chosen. It's the same way that Swords to Plowshares requires you to choose a target on cast, but for Council's Judgment you vote on resolution.

The relevant rule is:

700.2a The controller of a modal spell or activated ability chooses the mode(s) as part of casting that spell or activating that ability. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode cant be chosen. (See rule 601.2b.)

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