Council's Judgment

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Council's Judgment

Sorcery

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.

Crow_Umbra on Favorite EDH Cards

2 days ago

I enjoy cards that present opponents with a choice, which can be spun politically, or put them in a "damned if you do, damned if you don't" scenario. Some stuff I run in various decks:

  • Council's Judgment - Voting doesn't target, so the table has an opportunity to deal with up to 4 troublesome permanents.

  • Seize the Spotlight - I typically add this in aggro decks that can make use of the stolen creatures.

  • Druid of Purification - In a similar vein as Council's Judgment. Everyone tends to have something around the table that they don't like. Most games I've seen Druid of Purification, it tends to remove at least two things.

  • Mob Verdict - This has popped up in a couple of games I've played my Nelly Borca, Impulsive Accuser deck. It's partly in there for flavor, but also because I tend to play in a fairly token heavy & aggro meta, so it presents the table with the opportunity to take whoever has the widest board down a peg or two.

One of my friends recently put together one of the voting Elf commanders from one of the LotR pre-cons. Voting can be fun if done a couple of times per game, but can be a bit much when done multiple times in succession. Idk, I enjoy those moments where players might have to stop and discuss decisions before making them

fluffyeel on Rafiq of the Many

2 weeks ago

Equipment and other stabtastic things are fun, and your deck has a lot of my usual favorite toys in those colors. I approve. I do have some thoughts that might help you, though, but some of these are playgroup dependent (or meta-dependent):

SteelSentry on Why Do Recent Sacrifice Effects …

6 months ago

I think it's probably my favorite "super edict" variant they've used so far, actually. Soul Shatter and it's ilk have always been a feel bad when I get hit with them, it's like getting your True-Name Nemesis getting Council's Judgmented in legacy of yesteryear. It's not like they've moved away from printing traditional sacrifice effects, but watching Standard and hearing someone say "I can get a Portal to Phyrexia here, but it doesn't even do anything on this board" makes me appreciate 'sacrifice a good creature' effects.

SufferFromEDHD on New Ranar after errated

1 year ago

My super secret tech is Forsaken City

Council's Judgment one of the best removal spells in the game

Detention Sphere and Grasp of Fate the enchantment versions.

Farewell > Cleansing Nova

zAzen7977 on KAALIA'S CATACLYSM - Aggro/Stax cEDH [MH3 Update]

1 year ago

Great points XinZhao, I agree that the board state required to set up Bloodthirster is too complex to be consistent, I’d rather run something else.

Thanks for the suggestion Last_Laugh, I hadn’t seen Spirit Mantle before. I wouldn’t run it in this build, but it could be really handy in a more aggro-heavy deck.

I’m experimenting with the current decklist. As compared to the old list, I’m running more creature-based ramp (Ragavan, Nimble Pilferer, Dockside Extortionist, Professional Face-Breaker, Ancient Copper Dragon), more anti-storm stax (Chancellor of the Annex, Liesa, Shroud of Dusk), and every Rule of Law effect (making it easier to stick the RoL + Possibility Storm combo). I swapped Council's Judgment for Angel of the Ruins, and dropped Damn and Teferi's Protection for a couple extra lands to ensure consistent mana access. I’m going to test this version for a while and see how it goes.

Max_Hammer on Mathas, King of Politics

1 year ago

I had nothing to do this morning in class, so here you go, too many card suggestions.

This section is for giving your best friend a reward for being awesome. While, y’know, giving yourself something too.

-Incarnation Technique, Creative Technique, and Excavation Technique all give you and a buddy a powerful effect. Of course, you’re getting the better end of the deal, but they can have cool stuff too.

-Benevolent Offering kind of goes along with that, too.

-Tempting Contract and Master of Ceremonies both give everyone good loot, but give you more.

-Flumph is great. It’ll trigger some of the effects in the section below when people attack you for a card, and it’ll make everyone your friend.

-Tenuous Truce is Flumph for two.

-Smuggler's Share is nice, since you’ll get just a little more out of giving everyone extra card draw.

-Jailbreak is excellent for only two mana and basically no money.

This section is for discouraging opponents from messing with your effects.

-Revenge of Ravens and Oath of Kaya both do the same thing, more or less. You can see why they’d be nice, especially with goad.

-Cunning Rhetoric and Mangara, the Diplomat both give you extra card draw for your opponents’ hubris.

-Sivriss, Nightmare Speaker gives you extra draw every turn. Like, three cards worth. That, or it’ll be a lightning bolt to the face for someone, so you win either way.

-Sword-Point Diplomacy is kind of the vibe I’m going for here.

-Emberwilde Captain is more goad and works with your pre-existing Monarch card.

-Leyline of Combustion is always pretty fun, along with all of the leylines. Just super annoying, is all.

This section is for cards that benefit you solely, but using the other two sections for leverage, you can get the most out of them.

-Magma Hellion and Lava-Field Overlord give you a big bad creature. That’s all, really. Not super scary, but they’re here.

-Bring Down, Gang Up, Deadly Designs, and Play of the Game are all good removal that other people can pay for and when there’s some big Emrakul threat on the board, people are usually pretty willing to spend to get rid of it.

-Mogg Assassin and Council's Judgment are both more removal, but less shaky ones. Just remember that Judgment can exile more than just one thing.

-Wake to Slaughter and Dredge the Mire are both resurrection spells and both very nice. Only problem is that an opponent has to pick for you. Just make sure that anyone willing to help will be given a high five and a 5/5 angel or something.

IHATENAMES on Itty Bitty Critty Kitty

1 year ago

I started edh in mono white forged in stone intro deck so I'm a big fan of balan. I have one I'm going to compare to this one a little later too see if there are any things I'd like to add. However. No Skullclamp ?? This is a tragedy. Seriously though I'm surprised you don't have it in your list. Overall:

Looks reasonable but kinda slow. Maybe a tad short on lands? A few easy swaps/upgrade if you can get the cards. A few cards I think underperform I pointed out below. Vultron ftw.

Few notes:

Divine Reckoning looks alot better then it is in my experience. Letting your opponents choose what they keep can suck. Tragic Arrogance hits your other perms too but you choose.

Steelshaper's Gift 1 drop open the armory. I'd run both.

Relic Seeker equipment tutor

15 equipment might be on the low side. Maybe shoot for 20 by running some less impactful but still great equipment that can make dorks into threats

Oblivion Ring has plenty of easy upgrades. Skyclave Apparition to make it a creature. Grasp of Fate to hit each player. Council's Judgment to make it permanent removal.

Crush Contraband is a better Return to Dust I think.

Finally of glory is kinda meh here. Your goal is Voltron. If you had more token support sure. But your only other token support is Kimba who I've never seen do good in years. You would be better with a alternative wincons like Felidar Sovereign or janky equipmentlike Surestrike Trident to hit face if you were going to stray a tad from the vultron idea.

Caged Sun is fun. But hard to cast here. T6 you play it hope it lasts and then maybe your ok. You can maybe find a few cards to reanimate it and that would make it more valuable but not great. I find when I play vultron you want to be killing someone around turn 5 to 7 to not get overwhelmed by valuey decks like simic and combo.

Ironsoul Enforcer interesting new card I've been trying to force into my deck. No luck yet. Maybe you'd like to try it.

metalflame on Dungeons & Dragonborn Paladins - Nadaar Dungeons

1 year ago

Myriad Landscape, Empowered Autogenerator, should be included for ramp in just about every deck. Here are a few cards I consider staples in monowhite, and in general you should consider Endless Atlas, Court of Grace, Darksteel Mutation, Generous Gift, Council's Judgment, Steel Hellkite, Admonition Angel

One thing I do for brewing is try to get a least 7-10 cards that count for the three main card types most decks want which are Removal, Draw, and Ramp

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