Expropriate (PZ2)
Sorcery
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.
Few things are more valuable than time or money—and Leovold has plenty of both.
Zack Stella65785/73
uuid: 51ba94c8-a0ea-51f9-bd6f-dc4c230d5ed7
Legalities
- brawl: banned
- commander: legal
- legacy: legal
- modern: legal
- pauper: legal
- pioneer: banned
- standard: banned
- vintage: legal
Rulings
- 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.)
- 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:
Because the votes are made in turn order, each player will know the votes of players who voted beforehand.
- 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:
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:
Players can’t do anything between voting and finishing the resolution of the spell or ability that included the vote.