Momir Vig, Simic Visionary
Melek, Izzet Paragon
Oona, Queen of the Fae
Bruna, Light of Alabaster
Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
The Mimeoplasm WUBRGSliver OverlordGRBUW WUBRGSliver Hivelord(Superfriends)GRBUW
Absorb 1 and rampage 4 are the highest you can go because of the "printed on a card" clause; otherwise everyone would just pick protection from everything, poisonous/frenzy 9999999999999999999999999999999999999999999999999999999999999, GG.
A friend of mine pointed out that you can get some interesting effects from the more odd Cumulative Upkeep cards. Thinks like "cumulative upkeep: draw a card" or "cumulative upkeep: Gain control of a land you don't control"
Note that it has to have been printed on a creature. So you can get "cumulative upkeep - gain control of a land you don't control", but Psychic Vortex isn't a creature, so you can't choose that variant.
I'm a fan of rampage 4, renown 6, and random things like "cumulative upkeep - flip a coin", haunt, slivercycling, snow-covered forestwalk, level up 1, etc.
So the first two keywords to choose for MM would be Hexproof and Indestructible (is that a keyword now? They seem to go back and forth...) depending on whether they're targeting MM? Triple Strike and Lifelink would likely be up there too...
Don't forget about the dreaded triple strike and squirrellink combo
I would think that you could only name the Keyword and not the variable of the keyword. Like you could call "Protection" but you can't declare from what. So only the keywords that don't rely on additional defining would be useful?
So, I'm trying to think about the best strategy here. I made a list of some keywords in five categories: defense, evasion, attacking (outside of evasion obviously), blocking, miscellanous utility. If your opponent has ways to assemble contraptions on board, given that some contraptions are removal spells you should go for defense ASAP. Otherwise you should either go for racing or evasion depending on your opponent's board, and only reach for defense as a reaction.
I think I've covered most of the good ones. I didn't name every single damage-boosting ability since normally you shouldn't run out in a day.
The best of the best:
Protection from everything (defense, evasion)
Indestructible (defense, blocking, mediocre evasion)
Horsemanship (evasion)
Landwalk (evasion)
Annihilator 6 (attacking, mediocre evasion)
Triple strike (attacking, blocking, mediocre evasion)
Lifelink (attacking, blocking)
Good but not great:
Hexproof (defense)
Shroud (defense)
Flying (evasion, blocking)
Shadow (evasion)
Intimidate (evasion)
Bushido 5 (evasion, blocking)
Double Strike (attacking, mediocre evasion)
Squirrellink (attacking)
Infect (attacking, blocking)
Trample (attacking)
Cumulative Upkeep - gain control of a land you don't control (misc)
Provoke (misc. Don't combine with actual evasion obviously)
Only if you've exhausted your other options, or in very specific scenarios:
Fear (evasion)
Art rampage 2 (evasion)
Rampage 4 (evasion)
Undying (defense but causes you to lose all other keywords as it's a new object)
Persist (defense, same as above but weaker)
Deathtouch (bad defense, mediocre evasion, mediocre blocking)
Menace (bad evasion)
Changeling (misc.)
Soulshift 7 (misc.)
Evolve (attacking, blocking)
Modular (misc, very bad defense. Only if it has +1/+1 counters and you have another artifact creature)
Vanishing 1 (If you need it to die for whatever reason)
Myriad (attacking)
Reach (blocking)
Skulk (evasion)
I agree with the poster above, I would forego the defensive options until your opponent casts the actual Wrath, at which point you can choose indestructible. (Obviously if indestructible is going to save your life that turn, pick that instead.)
Given that Modular Monstrosity is only a 3/3 I'd almost always go for triple strike first, which will protect it in combat from most threats in limited anyway. (Again you don't have to fear spot removal because you can just pick the protection keyword in response.) After that, Bushido 5 will probably be better than any kind of evasion. Now imagine if you follow that up with trample/provoke/lifelink/vigilance. The idea is to do the most damage with as few keywords as possible.
The second strategy is to pick some sort of protection first, followed by annihilator 6 and not really care that it's only a 3/3.
At the end of the day, I'd imagine your opponent isn't going to cast very many spells into it if they can help it, so plan accordingly. Or it's the end of the day and they hope you've already picked all the good ones.
I would think that you could only name the Keyword and not the variable of the keyword. Like you could call "Protection" but you can't declare from what. So only the keywords that don't rely on additional defining would be useful?
As stated above, you can pick the modular part but only if it's been printed on a card before. So for example you can pick Bushido 5 because Konda, Lord of Eiganjo has that printed exactly, but you can't pick Bushido 9999 because no printed card has that. I also read somewhere that "Protection from Everything" and "Protection from Creatures" and both the protection keyword, so you can't pick both despite being different protections.
I would think that you could only name the Keyword and not the variable of the keyword. Like you could call "Protection" but you can't declare from what. So only the keywords that don't rely on additional defining would be useful?
The article explicitly mentions naming Soulshift 7 or different kinds of Protection.
Seriously people, check the official MtG homepage. Nine times out of ten, the questions people have about a new card spoiled on the mothership are answered in the spoiler article. For black-bordered and silver-bordered sets both.
I'm gonna go extra spicy with Modular Monstrosity and choose things like squirrellink, horsemanship, triple strike, things like that. If I wanna keep it real then hexproof, indestructible, protection from everything, annihilator 6, infect, deathtouch, lifelink, etc. I'm really loving this card.
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Target Minotaur..? Perhaps I'm missing some other joke there, but if that actually is a conscious reference to a joke article in an ancient issue of Inquest, I raise my hat to the designers.
What was the in-joke? I used to read Inquest quite a bit, but I don't remember.
Target Minotaur..? Perhaps I'm missing some other joke there, but if that actually is a conscious reference to a joke article in an ancient issue of Inquest, I raise my hat to the designers.
What was the in-joke? I used to read Inquest quite a bit, but I don't remember.
The one where they're going through notes about errataing some card (can't remember which one...) and in the end things get mixed up and their errata notes end up on Hurloon Minotaur. My memory is a bit fuzzy and I can't find any images of that article online, but I know I have a copy of that issue... somewhere. :I
People are saying you won't run out of stuff to put on it, but I feel that's where the skill in using this card actually lies. In a single draft you're going to average 2.5 games per round, times 4 rounds, and a 50% draw rate, That's about 5 games per draft, and with the resiliency this thing can have it's probably going to survive for a few turns each game, for a total of 15 turns of your opponent casting spells. If you do two drafts in a day...you can expect to need 30+ abilities, so maybe you don't want to draft it again, but I think it would be a mistake to open this colorless bomb and let it pass to someone who hasn't played one yet that day.
So I feel that it's important to know what abilities to stack, which to hold in reserve, as well as having a nice long list of stuff to grant that isn't necessarily going to lead to a win condition. Some games you won't even need this to be your win condition because you're already winning, so you need to be prepared to make it good enough without compromising its usefulness in future games.
That's how it would play in pre-stack days, but it doesn't work that way now. This is a triggered ability that requires a choice be made, and the 5 second restriction on making that choice applies to the start of the trigger's resolution. Even assuming you're the active player, which let's you put 5 successive spells on the stack, priority will be passed among players between each resolution, essentially requiring you to confirm each choice I make before the next 5 second restriction starts. It would play out like this:
You cast a sorcery.
Trigger 1 goes on the stack.
You respond with instant 1.
Trigger 2 goes on the stack.
You respond with instant 2.
Trigger 3 goes on the stack.
You respond with instant 3.
Trigger 4 goes on the stack.
You respond with instant 4.
Trigger 5 goes on the stack.
You pass priority.
Trigger 5 resolves, giving me 5 seconds.
You get priority.
You pass priority.
I pass priority.
Instant 4 resolves (or fizzles depending on what I picked for trigger 5).
You get priority.
You pass priority.
I pass priority.
Trigger 4 resolves, giving me 5 seconds.
You get priority.
You pass priority.
I pass priority.
Instant 3 resolves (or fizzles depending on what I picked for triggers 4&5).
You get priority.
You pass priority.
I pass priority.
Trigger 3 resolves, giving me 5 seconds.
You get priority.
You pass priority.
I pass priority.
Instant 2 resolves (or fizzles depending on what I picked for triggers 3,4,5).
You get priority.
You pass priority.
I pass priority.
Trigger 2 resolves, giving me 5 seconds.
You get priority.
You pass priority.
I pass priority.
Instant 1 resolves (or fizzles depending on what I picked for triggers 2,3,4,5).
You get priority.
You pass priority.
I pass priority.
Trigger 1 resolves, giving me 5 seconds.
You get priority.
You pass priority.
I pass priority.
The sorcery resolves (or fizzles depending on what I picked for the 5 triggers).
Protection from the chosen player from True-Name Nemesis doesn't work because it doesn't let you choose a player, I guess? Un-rules I guess you might be able to pull if off if you can name the last person you chose or something.
If I'm understanding rule "710. Leveler Cards" correctly, you can turn Modular Monstrosity into a fully leveled up Kargan Dragonlord, Lighthouse Chronologist, or Transcendent Master once per day. In fact, with enough triggers, you could mix and match them all, ending up with a 9/9 indestructible, flying, trampling, lifelinking, firebreather, that grants you an extra turn each round.
If I'm understanding rule "710. Leveler Cards" correctly, you can turn Modular Monstrosity into a fully leveled up Kargan Dragonlord, Lighthouse Chronologist, or Transcendent Master once per day. In fact, with enough triggers, you could mix and match them all, ending up with a 9/9 indestructible, flying, trampling, lifelinking, firebreather, that grants you an extra turn each round.
Well, that's a super-vague claim. I assume that you're using this rule:
710.5. If the number of level counters on a leveler creature is less than N1 (the first number printed in its {LEVEL N1-N2} symbol), it has the power and toughness denoted by its uppermost power/toughness box.
By interpreting "uppermost" as any single level-up keyword that Modular Monstrosity gains. Of course, this claim is complicated by the fact that these rules operate under the assumption that all creatures with level-up abilities have the level-up text box layout, which the Mostrosity will not have. Your conclusion is further contradicted by:
710.2a “{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this creature has at least N1 level counters on it, but no more than N2 level counters on it, it has base power and toughness [P/T] and has [abilities].”
710.2b “{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level counters on it, it has base power and toughness [P/T] and has [abilities].”
Which only allow the level-based text box to apply to creatures with sufficient level counters. Therefore, your conclusion is highly suspect, and you should definitely try to run it past a judge before deciding on how level-up interacts with MM.
If I'm understanding rule "710. Leveler Cards" correctly, you can turn Modular Monstrosity into a fully leveled up Kargan Dragonlord, Lighthouse Chronologist, or Transcendent Master once per day. In fact, with enough triggers, you could mix and match them all, ending up with a 9/9 indestructible, flying, trampling, lifelinking, firebreather, that grants you an extra turn each round.
Well, that's a super-vague claim. I assume that you're using this rule:
710.5. If the number of level counters on a leveler creature is less than N1 (the first number printed in its {LEVEL N1-N2} symbol), it has the power and toughness denoted by its uppermost power/toughness box.
By interpreting "uppermost" as any single level-up keyword that Modular Monstrosity gains. Of course, this claim is complicated by the fact that these rules operate under the assumption that all creatures with level-up abilities have the level-up text box layout, which the Mostrosity will not have. Your conclusion is further contradicted by:
710.2a “{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this creature has at least N1 level counters on it, but no more than N2 level counters on it, it has base power and toughness [P/T] and has [abilities].”
710.2b “{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level counters on it, it has base power and toughness [P/T] and has [abilities].”
Which only allow the level-based text box to apply to creatures with sufficient level counters. Therefore, your conclusion is highly suspect, and you should definitely try to run it past a judge before deciding on how level-up interacts with MM.
Hopefully it will be spelled out for us in the Oracle rulings long before we get to the judges.
But my understanding is that the first trigger would let you give the Monstrosity Level "Level up 1", at which point you can start putting level counter on it. The next trigger would let you choose "{LEVEL 7+}[At the beginning of each end step, if it's not your turn, take an extra turn after this one.][3/5]". The trigger after that would let you choose "{Level 8+}[Flying, trample, R: Kargan Dragonlord gets +1/+0 until end of turn.][8/8]". Finally, the trigger after that would let you choose "{Level 12+)[Lifelink, indestructible][9/9]".
Writing it like that, it's obvious that the Monstrosity wouldn't benefit from using the firebreathing ability. Now if the abilities are granted in a different order, because you want to get indestructible on there first, then you end up with a smaller creature because the abilities are applied in the order in which they are listed on the card, which would be the order in which they are granted, so the last applicable ability that sets P/T would win out over the others.
It's an old In-Joke
https://magic.wizards.com/en/articles/archive/feature/sympathy-minotaur-2009-06-23 https://magic.wizards.com/en/articles/archive/arcana/sympathy-minotaur-part-2-2010-04-26 https://magic.wizards.com/en/articles/archive/arcana/sympathy-minotaur-part-3-2013-07-11
Wouldn't Progenitus' "Protection from Everything" be better than Hexproof in most cases?
Or maybe you want to Voltron this thing up, in which case Hexproof is better?
Reprint Stasis!
Control needs more love.
EDH:
Momir Vig, Simic Visionary
Melek, Izzet Paragon
Oona, Queen of the Fae
Bruna, Light of Alabaster
Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
The Mimeoplasm
WUBRGSliver OverlordGRBUW
WUBRGSliver Hivelord(Superfriends)GRBUW
Absorb 1 and rampage 4 are the highest you can go because of the "printed on a card" clause; otherwise everyone would just pick protection from everything, poisonous/frenzy 9999999999999999999999999999999999999999999999999999999999999, GG.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
But now you can't say them for the rest of the day!
Also, you had time to think about it. Real life scenarios might be more stumbly.
I'm a fan of rampage 4, renown 6, and random things like "cumulative upkeep - flip a coin", haunt, slivercycling, snow-covered forestwalk, level up 1, etc.
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Don't forget about the dreaded triple strike and squirrellink combo
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Custom Set
https://docs.google.com/spreadsheets/d/1hu9uNBSUt92PwGhvexYlwFvsh6_SJBlEEIUV3H9_XyU/edit?usp=sharing
I agree with the poster above, I would forego the defensive options until your opponent casts the actual Wrath, at which point you can choose indestructible. (Obviously if indestructible is going to save your life that turn, pick that instead.)
Given that Modular Monstrosity is only a 3/3 I'd almost always go for triple strike first, which will protect it in combat from most threats in limited anyway. (Again you don't have to fear spot removal because you can just pick the protection keyword in response.) After that, Bushido 5 will probably be better than any kind of evasion. Now imagine if you follow that up with trample/provoke/lifelink/vigilance. The idea is to do the most damage with as few keywords as possible.
The second strategy is to pick some sort of protection first, followed by annihilator 6 and not really care that it's only a 3/3.
At the end of the day, I'd imagine your opponent isn't going to cast very many spells into it if they can help it, so plan accordingly. Or it's the end of the day and they hope you've already picked all the good ones.
Edit:
As stated above, you can pick the modular part but only if it's been printed on a card before. So for example you can pick Bushido 5 because Konda, Lord of Eiganjo has that printed exactly, but you can't pick Bushido 9999 because no printed card has that. I also read somewhere that "Protection from Everything" and "Protection from Creatures" and both the protection keyword, so you can't pick both despite being different protections.
Seriously people, check the official MtG homepage. Nine times out of ten, the questions people have about a new card spoiled on the mothership are answered in the spoiler article. For black-bordered and silver-bordered sets both.
Herald of Leshrac so that's definitely a possibility .
I'm gonna go extra spicy with Modular Monstrosity and choose things like squirrellink, horsemanship, triple strike, things like that. If I wanna keep it real then hexproof, indestructible, protection from everything, annihilator 6, infect, deathtouch, lifelink, etc. I'm really loving this card.
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What was the in-joke? I used to read Inquest quite a bit, but I don't remember.
The one where they're going through notes about errataing some card (can't remember which one...) and in the end things get mixed up and their errata notes end up on Hurloon Minotaur. My memory is a bit fuzzy and I can't find any images of that article online, but I know I have a copy of that issue... somewhere. :I
Standard:
UR Ral Combo
Modern:
U Merfolk
R Goblins
Commander
RB Grenzo, Dungeon Warden
R Feldon of the Third Path
So I feel that it's important to know what abilities to stack, which to hold in reserve, as well as having a nice long list of stuff to grant that isn't necessarily going to lead to a win condition. Some games you won't even need this to be your win condition because you're already winning, so you need to be prepared to make it good enough without compromising its usefulness in future games.
Well, that's a super-vague claim. I assume that you're using this rule:
710.5. If the number of level counters on a leveler creature is less than N1 (the first number printed in its {LEVEL N1-N2} symbol), it has the power and toughness denoted by its uppermost power/toughness box.
By interpreting "uppermost" as any single level-up keyword that Modular Monstrosity gains. Of course, this claim is complicated by the fact that these rules operate under the assumption that all creatures with level-up abilities have the level-up text box layout, which the Mostrosity will not have. Your conclusion is further contradicted by:
710.2a “{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this creature has at least N1 level counters on it, but no more than N2 level counters on it, it has base power and toughness [P/T] and has [abilities].”
710.2b “{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level counters on it, it has base power and toughness [P/T] and has [abilities].”
Which only allow the level-based text box to apply to creatures with sufficient level counters. Therefore, your conclusion is highly suspect, and you should definitely try to run it past a judge before deciding on how level-up interacts with MM.
But my understanding is that the first trigger would let you give the Monstrosity Level "Level up 1", at which point you can start putting level counter on it. The next trigger would let you choose "{LEVEL 7+}[At the beginning of each end step, if it's not your turn, take an extra turn after this one.][3/5]". The trigger after that would let you choose "{Level 8+}[Flying, trample, R: Kargan Dragonlord gets +1/+0 until end of turn.][8/8]". Finally, the trigger after that would let you choose "{Level 12+)[Lifelink, indestructible][9/9]".
Writing it like that, it's obvious that the Monstrosity wouldn't benefit from using the firebreathing ability. Now if the abilities are granted in a different order, because you want to get indestructible on there first, then you end up with a smaller creature because the abilities are applied in the order in which they are listed on the card, which would be the order in which they are granted, so the last applicable ability that sets P/T would win out over the others.
Well, yeah, most likely so. But for whatever reason, when I first saw Target Minotaur, this is where my mind immediately went to.
(I hope it's okay to post a partial scan from a magazine, as it's relevant to the discussion.)
http://markrosewater.tumblr.com/post/168161559638/youve-said-that-annihilator-1-and-annihilator-6
EDIT: Forget all this...MaRo corrected himself.
All of the following "protection from [quality]" abilities can be given once per day:
red - Abbey Gargoyles
blue - Bloated Toad
Kavu - Shoreline Raider
Rats - Hungry Lynx
snow - Ronom Hulk
black - Anurid Scavenger
Elves - Nath's Buffoon
green - Cerulean Wyvern
lands - Horizon Drake
white - Black Knight
wordy - Frazzled Editor
Beasts - Riptide Biologist
Clerics - Fallen Cleric
Dragons - Dragon Hunter
Goblins - Foothill Guide
Gorgons - Masked Gorgon
Zombies - Diregraf Escort
instants - Emrakul, the Promised End
Vampires - Midnight Duelist
artifacts - Angelic Curator
creatures - Beloved Chaplain
all colors - Etched Champion
everything - Progenitus
monocolored - Guardian of the Guildpact
enchantments - Polis Crusher
multicolored - Enemy of the Guildpact
black borders - Knight of the Kitchen Sink
colored spells - Emrakul, the Aeons Torn
blue and from red - Sabertooth Nishoba
black and from red - Akroma, Angel of Wrath
red and from green - Sphinx of the Steel Wind
red and from white - Phyrexian Crusader
blue and from black - Great Sable Stag
legendary creatures - Tsabo Tavoc
white and from blue - Akroma, Angel of Fury
black and from green - Mirran Crusader
green and from white - Masked Gorgon
non-Spirit creatures - Harbinger of Spring
white and from black - Animar, Soul of Elements
Demons and from Dragons - Baneslayer Angel
Spirits and from Arcane - Kitsune Riftwalker
protection from enchantments - Azorius First-Wing
artifacts and from all colors - Pristine Angel
blue, from black, and from red - Oversoul of Dusk
converted mana cost 3 or greater - Mistmeadow Skulk
the colors of permanents you control - Empty-Shrine Kannushi
instant spells and from sorcery spells - Devoted Caretaker
Vampires, from Werewolves, and from Zombies - Elite Inquisitor
each color with the most votes or tied for the most votes - Council Guardian