MTG Copilot
← Back to search
Plea for Power

Plea for Power

Sorcery

rare

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.

$0.30 ✦ $8.78View on Scryfall →

Semantic Tags

Card Drawmechanical

Puts additional cards into your hand. Includes direct draw, 'look/reveal and put into hand' effects, and conditional draw triggers.

Extra Turnsmechanical

Grants one or more additional turns. A powerful tempo and inevitability effect in any strategy.

Cards that directly win the game or threaten to end it quickly. Includes 'you win the game' effects and massive threats.

Group Hugmechanical

Benefits all players or gives opponents choices/resources. Political strategy.

Format Legality

commanderlegal
oathbreakerlegal
modernnot legal
pioneernot legal
standardnot legal
legacylegal
vintagelegal
paupernot legal
historicnot legal
explorernot legal
alchemynot legal

Price history

Loading price history…

Printings (5)

SetRarityTCGplayerCard KingdomCardmarket
Tales of Middle-earth Commander#195rare···
Game Night: Free-for-All#33rare···
The List#CNS-24rare···
Vintage Masters#87rare···
Conspiracy#24rare···

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.