Plea for Power

Variations

Parts

Plea for Power

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

 

 

 

Legalities

Legal
Duel
Penny
Legacy
Vintage
Commander
Oathbreaker
Not Legal
Brawl
Predh
Future
Modern
Pauper
Alchemy
Pioneer
Explorer
Historic
Standard
Timeless
Gladiator
Oldschool
Premodern
Standardbrawl
Paupercommander

Rulings

2014-05-29

You must vote for one of the available options. You can't abstain.

 

2014-05-29

Players can't do anything after they finish voting but before the spell or ability that included the vote finishes resolving.

 

2014-05-29

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.

 

2014-05-29

Because the votes are cast in turn order, each player will know the votes of players who voted beforehand.

 

2014-05-29

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.

 

Market Pricing

 NormalFoil
Low$0.07
Median$0.25
High$20.00
Market$0.12
Direct Low
Buy at TCGPlayer

Other Printings

 NormalFoil
Game Night: Free-for-All$0.37
The List$0.34
Vintage Masters
Conspiracy$0.47

Pricing data provided by TCGPlayer