UnCommander: Legal - use with caution

Card Name:

Checks and Balances

Mana Cost:

{2}{U}

Converted Mana Cost:

3

Types:

Enchanment

Rules Text:

Cast this spell only if there are three or more players in the game. (Players that have lost are not considered to be in the game.)

Whenever a player casts a spell, if each of that player’s opponents have at least one card in hand, those opponents, starting from the next opponent in turn order after that player, vote for Sustain or Veto. If sustain gets any votes, the spell is unaffected. If all of the votes are Veto, all players that voted discard a card, then Checks and Balances counters the spell that triggered this ability.

Color:

Blue

Color Identity:

{U}

Watermark:

None

Border Type:

Silver-bordered

This printing Illustrated by David A. Cherry
Printing: Unglued

UnCommander Rulings

The only players that vote are opponents of the player who controlled the spell, when it was cast, that triggered Checks and Balance’s ability.

If, for some reason, a player voting has more than one vote, they will still normally only discard one card if all the votes are veto.

It is recommended that if any players vote sustain, the vote is cancelled and play resumes as normal.

Because the votes are cast in turn order, each player will know the votes of players who voted beforehand. (Following template of ruling for Magister of Worth)

Can slow games down by waiting for players to vote in a similar manner to Rhystic Study.

With the current wording, methods that put Checks and Balances onto the battlefield without casting it, such as Zur, the Enchanter’s ability, can allow this card to be used regardless of how many players there are.