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Expropriate

Expropriate

Sorcery

mythic

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.

$15.07 ✦ $15.02View on Scryfall →

Semantic Tags

Extra Turnsmechanical

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

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 Hugvector

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

Permanentvector

A card or token on the battlefield. See rule 110, “Permanents.”

Format Legality

commanderlegal
oathbreakerbanned
modernnot legal
pioneernot legal
standardnot legal
legacylegal
vintagelegal
paupernot legal
historiclegal
explorernot legal
alchemynot legal

Price history

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Printings (5)

SetRarityTCGplayerCard KingdomCardmarket
Secret Lair Drop#2396mythic···
Special Guests#66mythic···
The List#CN2-30mythic···
Treasure Chest#65785mythic···
Conspiracy: Take the Crown#30mythic···

Related Rules

106.5

If an ability would produce one or more mana of an undefined type, it produces no mana instead.

106.7

Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.

106.12

To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”

106.12a

An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.

106.12b

A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.

107.3m

If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.

107.5

The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.

107.6

The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.

Rulings

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

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

Players can't do anything between voting and finishing the resolution of the spell or ability that included the vote.

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

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

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

2016-08-23

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

2024-09-20

No player votes until Expropriate resolves. Any responses to the spell must be made without knowing the outcome of the vote.

2024-09-20

Each player must vote for one of the available options. They can't abstain.

2024-09-20

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