Last updated on December 2, 2024
Tivit, Seller of Secrets | Illustration by Chris Rahn
Ah, kitchen table politics. No, not the family discussions or current events. We arenโt worrying about that here. Iโm talking about casting Expropriate and making your entire Commander playgroup groan with frustration at having to pick their poison.
Cards that let the table vote for different effects on resolution are extremely interesting. There arenโt too many of them around, but all of them put your opponents in sticky situations that are sure to swing things in your favor.
So, letโs get right to it and go over it all!
What are Voting Cards in MTG?
Illusion of Choice | Illustration by John Severin Brassel
Voting cards are cards that force the entire table to vote on a predetermined list of choices when cast. This list is often just a โone or the otherโ type deal. After the entire table votes, the effect with the most votes (or those tied with the most votes) resolves. The votes are cast in turn order starting with the player who controls the voting effect, and the votes are tallied once all players have voted. No player can abstain from voting.
For the rankings today Iโm going to look at the most powerful effects among the voting cards. Itโs important to note that there are cards that interact with voting, but they donโt do anything on their own without the actual cards that start the votes, so Iโm barring those from the ranks. Iโll examine them further down the line.
Now, from worst to best, letโs start!
#24. Orchard Elemental
Orchard Elemental forces players to vote for sprout or harvest. It gets two +1/+1 counters for each sprout vote while you gain 3 life for each harvest vote. This seems nice.
That is, until you draw the elemental late in the game with a weak board state and you pay for a 2/2 or a 4/4 and gain 9-12 life that ends up getting smacked down to the ground once you pass your turn. Itโs a good card to tempo into when youโre snowballing and applying pressure, but not something that can save you from a truly sticky situation.
#23. Magister of Worth
Magister of Worth costs a whopping . That might not be a whole lot of mana for your Commander group. Maybe you consistently churn out a ton of mana to spend on huge spells as games run long into the night, but youโd rather it be a little more guaranteed than it is when it comes to Magisterโs effect.
The only reason this sits so low is because of its potential negative effect. You wonโt want to cast this if everybody can vote for grace and they have fantastic creatures in their graveyard that outrank yours. If you have a huge strong board state and your opponents donโt, they might vote condemnation.
In that case you wouldnโt want to cast this. Itโs the worst of the bunch since you could get caught with it and not want to do anything with it. It just isnโt worth it.
#22. Council Guardian
Council Guardian is a 5/5 for , so not a bad body. But itโll gain protection from chosen colors according to the votes cast when it enters the battlefield.
This can do really well if your opponents all spread the votes out and tie it between four colors, but otherwise theyโre more likely to agree on one color. This would just result in an okay creature that has a decent ability that might not make it to the next turn. Unfortunate.
#21. Lieutenants of the Guard
Now weโre getting into some more interesting cards. Lieutenants of the Guard is a 2/2 for that lets players vote to make it bigger or give you 1/1 Soldier tokens.
This is more likely to get you a little farther than Orchard Elemental if you draw it later in the game since it can add to your board state or be a big creature. The board presence is ideal, but it can end up as a 6/6 if everybody votes for strength, which isnโt bad either.
#20. Vault 11: Voter's Dilemma
Vault 11: Voter's Dilemma isnโt a bad token maker, as you get three tokens from this sagaโs first chapter. That will fit a lot of decks, but what happens in the next chapter is that you get two rounds of a pseudo Council's Judgment, and that's a pretty strong effect.
#19. Messenger Jays
Not only do you vote with this card, but it has flying! Messenger Jays either grows through +1/+1 counters or loots cards depending on what your table votes. Coming in at (), itโs a 2/1 flier that has the potential to be up to a 6/5 flier or loot up to four cards.
Sure, you arenโt drawing pure card advantage, but youโre still filtering bad cards out of your hand to make sure you have straight gas for the next few turns. Youโre getting a decently evasive body on the board if you arenโt loading your hand with strong cards.
#18. Custodi Squire
Custodi Squire creates a fun opportunity to react with your playgroup. It forces everyone to vote for an artifact, creature, or enchantment card in your graveyard. The most voted card gets returned to your hand, or multiple if the votes are tied.
Some solid negotiations can lead to huge returns for you, but otherwise itโs the ability to return a card from the graveyard to your hand in white, something that green does more often than most colors. It also has a body attached to it that can help defend you on board. Thereโs nothing wrong with that, even if itโs a little pricey at .
Its tough comparing Squire to Plea for Power, but recursion in a deck is something I believe to be more dangerous than anything else in the right scenario. Being able to draw or take more turns does nothing if the key to winning is lost in the grave to a past turn. This card acts as a powerful bargaining chip that can save everyoneโs hides when the time is right.
The most interesting aspect of Custodi Squire is that is does a Gravedigger impression in white, and at common, no less. This white creature sees some play in Pauper-related formats, while being a solid 3/3 flier with additional upside in multiplayer games.
#17. Truth or Consequences
Truth or Consequences gives your opponents interesting choices, mainly a prisoner's dilemma. If they vote truth, you get cards, if they vote consequences, they may be badly damaged, even killed. A card that can get you 2-3 cards or dome a random player for 6-9 damage is very shaky, and suddenly the most safe vote could be giving you some cards.
#16. Emissary Green
You need to attack with Emissary Green for it to be good, but once you get in, it's a very strong attack trigger. You get twice the number of profit votes in Treasure, or a +1/+1 counter on each of your creatures for security votes. Just considering your votes, you get a card that's fit for Treasure builds or +1/+1 counter synergies. If you have two votes for each, you'll get four Treasures and two +1/+1 counters on each creature, and that's not bad at all.
#15. Tyrant's Choice
Tyrant's Choice is the cheapest of the voting cards at just to cast. This would be higher on the list if it were more impactful, but it really doesnโt do much if it isnโt an opening card you see.
Your opponents get to decide if they want to sacrifice a creature or lose 4 life with this, and itโs likely that theyโll lose the life every time. This would be great if life wasnโt such a malleable resource, especially in the early game. It just wonโt land how you want it to often enough to make it worth it.
But youโre still doing a collective amount of damage to your foes or forcing them to give up a little bit of their board state. This card is hardly a dud, you just canโt expect it to get players to sacrifice anything very often.
#14. Bite of the Black Rose
Bite of the Black Rose is a really nice spell for . Players vote between sickness or psychosis (the cardโs words, not mine). Psychosis results in each opponent discarding two cards while sickness gives all creatures your opponents control -2/-2 till the end of the turn.
Biteโs impact is very dependent on when it gets cast. Players are likely to let the -2/-2 effect resolve before they discard those aces theyโre holding in their hands when they have large boards with big creatures. But theyโre liable to discard a couple duds rather than let their mana dorks and other small creatures die out if you can curve into this on turn 3 or 4.
This cardโs ability to act according to tempo at any point in the game with some fairly average effects gives it a reasonable spot.
#13. Plea for Power
You see Plea for Power and you might be thinking that itโs weird for an extra turn spell to be sitting in such a neutral spot. Except itโs not really an extra turn unless your opponents are scared of the top of your deck.
This most likely ends up with you paying to draw three cards. The best psychological chance I think you can manage if you really want that extra turn is to play Doomsday to make sure your opponents know they definitely wouldnโt like the reality where you get those three cards a few turns early.
Alternatively you might be able to swindle a turn out of the other players with a few promises or deals if you have confidence in your ability to negotiate. Like, youโll take care of a threat thatโs been getting in player Aโs way for a while with this extra turn.
Solid ratio of mana to potential return. Nothing bad comes from either vote.
#12. Sail into the West
With Sail into the West, you get to vote for getting two cards back, or a wheel effect (Timetwister, Wheel of Fortune). The huge difference here is that this Simic cardโs an instant, so getting this effect at the end of your opponent's turn is very strong, since you'll be the first to use the new cards. That said, players can vote against this, especially if they'll lose important cards, so at least you can plan your game around getting two important cards back. This also sets up combos pretty well if you have what you need in your graveyard.
#11. Capital Punishment
Capital Punishment is a bit of a rude card. Thatโs why I love it.
Youโre making sure that each of your opponents discards a card or sacrifices a creature for . Either of these effects can happen up to three more times depending on how the table votes. Youโre robbing your table of tons of value and really getting a step ahead of the game no matter how the vote ends.
#10. Elrond of the White Council
Elrond of the White Council can put obscene amounts of +1/+1 counters in your creatures, or you can steal some creatures from your opponents. Either way, your army is growing, be it wide, tall, or both. That will depend on the board state, of course. Sometimes you'll get small tokens from your opponents, but things change if you get additional votes, or choose how players vote.
#9. Galadriel, Elven-Queen
Galadriel, Elven-Queen is one of many voting cards from LotR: Tales of Middle-earth and is a 4/5 elf noble for . The council vote fires off at your combat step if you've had another elf enter the battlefield under your control that turn.
The vote comes down to two different outcomes. You'll either be tempted by the ring and get a +1/+1 counter onto your ring-bearer. Otherwise, you'll draw a card. A very simple vote with both outcomes being extremely positive.
#8. The Valeyard
The Valeyard interacts with the villainous choices you can offer your opponents, which the Doctor Who cards provide. Also, you basically get to vote a second time, like Tivit, Seller of Secrets. It's an interesting Grixis commander to build around using cards that offer your opponents villainous choices, like Missy, Sycorax Commander, or Hunted by The Family, and traditional voting cards with abilities like the council's dilemma.
#7. Council's Judgment
Itโs better removal than Capital Punishment. Sure, Council's Judgment can take out less than other cards on this list, but itโs permanent removal in the form of exiling whatโs chosen. Up to four permanents can be chosen if everybody cooperates and negotiates properly, but youโre likely going to end up exiling two or three most of the time. That said, Judgment circumvents hexproof and similar effects since it doesnโt target anything. It just says to get rid of what you choose. Have fun with that.
#6. Selvala's Stampede
Okay, now weโre getting into nuttier material. Selvala's Stampede basically tells players to choose whether you get random creatures from the top of your library or permanents from your hand, and theyโre also in charge of deciding how many of each you get.
You get four permanents on the field for . Even if everybody makes you use the top of your library for free stuff, you still get a vote. And you can do some crazy stuff with that vote, like drop Blightsteel Colossus on them or run out any of the Eldrazi titans for a ridiculously cheap price.
#5. Cรญrdan the Shipwright
Like Truth or Consequences, Cรญrdan the Shipwright presents players with an interesting choice. Players vote in secret for a player, and you need to think if it's better to give a certain player cards, or put a permanent into play for free. Naturally, that will hinge upon which decks are being played, the number of cards everyone has in hand, and more. You can also build a deck around this Simic commander that threatens to cheat an expensive permanent in play unless they give you some cards.
#4. Tivit, Seller of Secrets
Okay, this oneโs cool. I mean, itโs probably gonna be your commander after you see it, right?
One of Magic's best rogue commanders, Tivit, Seller of Secrets easily earns a top spot on the list for its sticky nature and absurd potential value over time. It starts up a vote whenever it enters the battlefield or attacks, which generates Treasure and Clue tokens depending on how the voting goes.
You also get to vote an extra time, which goes for all vote cards. Kinda wacky, right? So youโre guaranteeing two Treasure tokens when it enters the battlefield, which is ramp in colors that donโt often ramp. It can also fly on top of all that, giving it great evasion for its 6/6 stats. And kill spells are going to get super expensive against it thanks to ward 3, which means youโre presenting a very powerful commander to your table the moment it hits the field.
#3. Expropriate
This is one of my favorite cards. Expropriate is simple. How many extra turns are your opponents willing to let you have? And if they donโt want you to have one, are they really going to be okay with you stealing whatever you want in exchange for not being allowed to have an extra turn or three? The only reason this doesnโt take either of the top two spots is because it costs . Itโs not exactly easy to get to unless youโre built for big mana.
Go ahead and run this in a Yuriko, the Tigerโs Shadow Commander deck if you want to get really funky. Itโll flip for big damage and youโll get to do big things later down the line.
#2. Coercive Portal
Coercive Portal is probably the coolest card that players can use when setting up a political atmosphere in their games. It becomes leverage for literally everyone if itโs played early enough.
You usually draw an extra card each turn you control it, but itโll nuke everything on the field if your opponents decide that itโs time. And thatโs fine, because youโve likely played around the self-destruct and can grant some (or all) of your permanents indestructible if you play this, or just sandbag a little bit and hold back the good stuff until the board is clear.
Portal keeps the whole table on their toes, and players might even start trading their vote for favors. Like, โif you donโt make this play for me, Iโll start voting for carnage to destroy everything,โ or, โhey, Iโll take my vote off carnage for a few turns and vote homage if you help me out here.โ You can secure a lot of influence in the pace of a game from early on if youโre clever with your words and protect this card. Invaluable.
#1. Split Decision
You might think Iโm crazy, but hear me out. , instant speed. Split Decision counters a spell if your table wants it countered, but copies it if they want you to get jiggy with it. Super duper barebones and simple.
But donโt look at this like itโs conditional to your tableโs discretion. Itโs not. They canโt control this thing if you donโt want them to, you just have to have the right target.
Cast this to counter a counterspell. If the table votes for denial, you get to counter the counterspell and your bigger play gets to go through. Or youโll save your buddyโs spell from getting shut down. If the table votes duplication for whatever reason, you get to counter that spell anyways because youโll copy the counterspell and aim it at the original. Your copy resolves first and bam, you still accomplished your mission.
Decision is a fun card to bargain with in certain matchups, but it always serves you well against other control lists as long as you target the right spells and donโt let yourself get your own spells countered by your opponentsโ votes. A counter up your sleeve will never be useless.
Best Voting Payoffs
There are a few ways to take advantage of your voting cards. If youโre curious about what sort of shenanigans you can get up to, letโs look at a few.
There are a few good spells like Ephemerate and Conjurer's Closet that flicker creatures to get more out of their ETB effects. Hitting creatures like Custodi Squire or Messenger Jays can make sure youโre really pulling the extra mile out of those cards.
Your opponents can only vote once, but you donโt have to follow that rule. Cards like Tivit, Seller of Secrets, Ballot Broker, and Brago's Representative all allow you to vote an extra time so that you can stack up some really unfair votes against your opponents if they arenโt cooperating with you.
There are a couple cards that you can use to make sure you get your way. Your opponents canโt always vote against you if you have Grudge Keeper on the field since itโll hit anybody that disagreed with you for 2 life after voting is done. Sure, they can pay the price a few times, but itโll add up eventually and hopefully convince them that thereโs more than one right answer.
If that doesnโt work, feel free to cast Illusion of Choice and show them what theyโre supposed to do by forcing them to vote how you want them to for the rest of the turn.
Model of Unity is also an interesting way of manipulating votes, persuading players who voted for your choice with a free scry 2. Similarly, Erestor of the Council โbribesโ people with a Treasure token, as long as they vote your way.
Will of the Council vs. Councilโs Dilemma
Will of the council and councilโs dilemma both invoke the same voting method, but they end differently.
Will of the council cards only have one effect after voting is over, and that depends on what the majority picked. Itโs very mutual in its delivery and doesnโt waver depending on the votes.
Councilโs dilemma is an argument, and the result changes for each vote. The caster gets what they want in some small part when players vote for this, while itโs up to the table to decide what theyโd rather let happen to themselves or others.
What if Will of the Council Ties?
Thereโs always a clause for ties in the vote on cards that use will of the council: It defaults to a predetermined option. Take Split Decision for example. It says that โif denial gets more votes or the vote is tied, copy the spell.โ Duplication is the default result in the case of a hung jury, and the caster gets to copy the spell in question if decision splits the vote.
Does Will of the Council Target?
To put it simply, no, will of the council doesnโt target. Letโs look at Council's Judgment as an example. You exile each permanent with the most (or tied for the most) votes, but it never explicitly says that youโre targeting these permanents. Players can vote for creatures with hexproof and other protection abilities.
What Is Secret Council?
Secret council is a variation of council's dilemma that asks players to cast their votes in secret, then reveal those votes at the same time. Whereas council's dilemma votes are cast in turn order, players won't have any knowledge of what other players are choosing to influence their decisions. Like council's dilemma, the effect of the votes is cumulative, rather than a one-vs-the-other result.
This mechanic has been used sparingly in various Commander precons, and appears on the following cards:
- Cรญrdan the Shipwright
- Elrond of the White Council
- Mob Verdict
- Trap the Trespassers
- Truth or Consequences
The Council Will Decide Your Fate
Magister of Worth | Illustration by John Stanko
Well, we made it to the end! Voting is a really fun mechanic in Magic that gets the most player interaction that youโll likely ever see with all of the debate and deal-making that can happen around it. Iโm partial to Expropriate.
Whatโs your final verdict on it all? Are you impressed? Do you have any favorites? Planning to build up a new deck around Tivit, Seller of Secrets after seeing how cool it is? I know I am. Are there any more questions you might have that werenโt answered here? Feel free to drop down to the comments below and start some discourse on the subject, or start a discussion over in the Draftsim Discord.
Itโs been good having you all here today. Stay safe, and Iโll see you back here next time!
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