If an opponent would face a villainous choice, they face that choice an additional time. (They can make the same or different choices.)
While voting, you may vote an additional time.
The Valeyard turns symmetrical-feeling 'choose one' cards into one-sided punishment by doubling every villainous choice your opponents face and doubling your own votes. You assemble a Grixis pile of villainous-choice and voting cards, forcing opponents to lose life, sacrifice, discard, and let your spells resolve repeatedly while you outvote the whole table on council cards. Win by grinding the table down with repeated drains and value, then closing with the extra resources you've accrued.
Doubles the downside of every villainous-choice spell, so opponents bleed life, creatures, and cards twice over
Effectively gets two votes on every council card, letting you single-handedly steer Coalition Victory-style outcomes
Grixis colors give access to the deepest removal, card draw, and reanimation in the format
Niche but powerful: most tables have no answer to the doubling effect once it's online
Both halves of the ability rely on a relatively shallow pool of villainous-choice and voting cards
Does nothing on an empty board—if it's removed and you've drawn the wrong half of your deck, you stall
Five mana and no evasion or protection makes it a vulnerable, removal-magnet commander
Villainous choice lets opponents pick the least-bad option, so doubling still gives them agency