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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.

ILLUSTRATED BY: Zack Stella

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Growth Value

Normal

TODAY

YESTERDAY

(0%)

1 WEEK

(5%)

1 MONTH

(8%)

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Legalities

Standard

not legal

Modern

not legal

Pauper

not legal

Legacy

legal

Vintage

legal

Commander

legal

Pioneer

not legal

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RULINGS

2016-08-23

Because the votes are made in turn order, each player will know the votes of players who voted beforehand.

2016-08-23

No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.

2016-08-23

You can vote money to gain control of a permanent you own, no matter who controls it.

2016-08-23

Unlike the will of the council cards from the original Conspiracy set, where a majority of votes determined what happened, each vote made for a council's dilemma card adds to the ultimate effect.

2016-08-23

The effects of each council's dilemma ability happen in the stated order. First the vote occurs, then the first effect, and finally the second effect.

2016-08-23

You must vote for one of the available options. You can't abstain.

2016-08-23

If a creature with an enters-the-battlefield council's dilemma ability leaves the battlefield before that ability resolves, players can still vote for any option that would put +1/+1 counters on that creature, even though—or perhaps especially because—those votes won't generate an effect.

2016-08-23

Players can't do anything between voting and finishing the resolution of the spell or ability that included the vote.

2016-08-23

Expropriate doesn't target any of the permanents you gain control of. You could choose a permanent with hexproof, for example. (Hey, money talks.)