Conspiracy: Take the Crown (cn2) | ||
#35 ⸱ Common ⸱ English |
![]() Variations— Parts— | Messenger Jays2 / 1 Flying Council's dilemma — When this creature enters, starting with you, each player votes for feather or quill. Put a +1/+1 counter on this creature for each feather vote and draw a card for each quill vote. For each card drawn this way, discard a card.
LegalitiesLegal Duel Legacy Pauper Vintage Commander Oathbreaker Paupercommander Not Legal Brawl Penny Predh Future Modern Alchemy Pioneer Explorer Historic Standard Timeless Gladiator Oldschool Premodern Standardbrawl RulingsNo 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.
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.
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.
You must vote for one of the available options. You can’t abstain.
Because the votes are made in turn order, each player will know the votes of players who voted beforehand.
Players can’t do anything between voting and finishing the resolution of the spell or ability that included the vote.
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.
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