Card Codex

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17 May 2024: Card library updated.

Prime Minister's Cabinet Room

· Plane — Earth

At the beginning of combat on your turn, up to one target creature you control becomes a copy of target creature an opponent controls. Will of the council — Whenever chaos ensues, starting with you, each player votes for a creature you don't control. Exile each creature with the most votes or tied for most votes.

Similar cards

Color identity:
NameManaTypeText
Surgehacker Mech 4Artifact — Vehicle Menace When Surgehacker Mech enters the battlefield, it deals damage equal to twice the number of Vehicles you control to target creature or planeswalker an opponent controls. Crew 4 5/5
Predatory Rampage 3GGSorcery Creatures you control get +3/+3 until end of turn. Each creature your opponents control blocks this turn if able.
Fatespinner 1UUCreature — Human Wizard At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn. 1/2
Grazilaxx, Illithid Scholar 1UULegendary Creature — Horror Whenever a creature you control becomes blocked, you may return it to its owner's hand. Whenever one or more creatures you control deal combat damage to a player, draw a card. 3/2
Termination Facilitator 1BCreature — Human Assassin {T}: Put a bounty counter on target creature or planeswalker. Activate only as a sorcery. Whenever a creature or planeswalker an opponent controls with a bounty counter on it is dealt damage, destroy it. 1/3
Undercity Reaches Plane — Ravnica Whenever a creature deals combat damage to a player, its controller may draw a card. Whenever chaos ensues, you have no maximum hand size for the rest of the game.
Volatile Arsonist 3RRCreature — Human Werewolf Menace, haste Whenever Volatile Arsonist attacks, it deals 1 damage to each of up to one target creature, up to one target player, and/or up to one target planeswalker. Daybound (If a player casts no spells during their own turn, it becomes night next turn.) 4/4
Joust 1RSorcery Choose target creature you control and target creature you don't control. The creature you control gets +2/+1 until end of turn if it's a Knight. Then those creatures fight each other. (Each deals damage equal to its power to the other.)
Wanderer's Strike 4WSorcery Exile target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
War's Toll 3REnchantment Whenever an opponent taps a land for mana, tap all lands that player controls. If a creature an opponent controls attacks, all creatures that opponent controls attack if able.
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