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Plea for Power

Plea for Power

{3}{U}
Sorcery

Will of the council — Starting with you, each player votes for time or knowledge. If time gets more votes, take an extra turn after this one. If knowledge gets more votes or the vote is tied, draw three cards.

"Smoke rises once more from Mount Doom. The power of the Black Land grows and we are hard beset." —Boromir

Illustrated by Josh Hass

Formats
Not Legalstandard
Not Legalhistoric
Not Legaltimeless
Not Legalpioneer
Not Legalmodern
Legallegacy
Not Legalpauper
Legalvintage
Legalpenny
Legalcommander
Legaloathbreaker
Not Legalbrawl
Not Legalalchemy

This printing

Number#195
RarityRare
ReleasedJun 23, 2023
EDHREC rank#5,707

Prices

USD$0.29
EUR€0.25
MTGO0.20 tix
Rulings (5)
  • You must vote for one of the available options. You can't abstain.

    May 29, 2014 · Wizards of the Coast
  • Players can't do anything after they finish voting but before the spell or ability that included the vote finishes resolving.

    May 29, 2014 · Wizards of the Coast
  • 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.

    May 29, 2014 · Wizards of the Coast
  • Because the votes are cast in turn order, each player will know the votes of players who voted beforehand.

    May 29, 2014 · Wizards of the Coast
  • The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.

    May 29, 2014 · Wizards of the Coast

Printings (5)

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