M:tG card similarity search
7UU · Sorcery
Council's dilemma — Starting with you, each player votes for time or money. For each time vote, take an extra turn after this one. For each money vote, choose a permanent owned by the voter and gain control of it. Exile Expropriate.
Name | Mana | Type | Text |
---|---|---|---|
Ballot Broker | 2W | Creature — Human Advisor | While voting, you may vote an additional time. (The votes can be for different choices or for the same choice.) 2/3 |
Frontier Warmonger | 3R | Creature — Human Warrior | Whenever one or more creatures attack one of your opponents or a planeswalker they control, those creatures gain menace until end of turn. 4/4 |
Dimensional Breach | 5WW | Sorcery | Exile all permanents. For as long as any of those cards remain exiled, at the beginning of each player's upkeep, that player returns one of the exiled cards they own to the battlefield. |
Path of the Pyromancer | 4R | Sorcery | Discard all the cards in your hand. Add {R} for each card discarded this way, then draw that many cards plus one. Will of the Planeswalkers — Starting with you, each player votes for planeswalk or chaos. If planeswalk gets more votes, planeswalk. If chaos gets more votes or the vote is tied, chaos ensues. |
Single Combat | 3WW | Sorcery | Each player chooses a creature or planeswalker they control, then sacrifices the rest. Players can't cast creature or planeswalker spells until the end of your next turn. |
Perilous Vault | 4 | Artifact | {5}, {T}, Exile Perilous Vault: Exile all nonland permanents. |
Coercive Portal | 4 | Artifact | Will of the council — At the beginning of your upkeep, starting with you, each player votes for carnage or homage. If carnage gets more votes, sacrifice Coercive Portal and destroy all nonland permanents. If homage gets more votes or the vote is tied, draw a card. |
Elrond of the White Council | 3GU | Legendary Creature — Elf Noble | Secret council — When Elrond of the White Council enters the battlefield, each player secretly votes for fellowship or aid, then those votes are revealed. For each fellowship vote, the voter chooses a creature they control. You gain control of each creature chosen this way, and they gain "This creature can't attack its owner." Then for each aid vote, put a +1/+1 counter on each creature you control. 3/3 |
Risky Move | 3RRR | Enchantment | At the beginning of each player's upkeep, that player gains control of Risky Move. When you gain control of Risky Move from another player, choose a creature you control and an opponent. Flip a coin. If you lose the flip, that opponent gains control of that creature. |
The Horus Heresy | 3UBR | Enchantment — Saga | (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — For each opponent, gain control of up to one target nonlegendary creature that player controls for as long as The Horus Heresy remains on the battlefield. II — Draw a card for each creature you control but don't own. III — Starting with you, each player chooses a creature. Destroy each creature chosen this way. |