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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.
Semantic Tags
Puts additional cards into your hand. Includes direct draw, 'look/reveal and put into hand' effects, and conditional draw triggers.
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.
Benefits all players or gives opponents choices/resources. Political strategy.
Format Legality
Price history
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Printings (5)
| Set | Rarity | TCGplayer | Card Kingdom | Cardmarket |
|---|---|---|---|---|
| Tales of Middle-earth Commander#195 | rare | · | · | · |
| Game Night: Free-for-All#33 | rare | · | · | · |
| The List#CNS-24 | rare | · | · | · |
| Vintage Masters#87 | rare | · | · | · |
| Conspiracy#24 | rare | · | · | · |
Rulings
You must vote for one of the available options. You can't abstain.
Players can't do anything after they finish voting but before the spell or ability that included the vote finishes resolving.
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.
Because the votes are cast in turn order, each player will know the votes of players who voted beforehand.
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.