Divine Intervention

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Oldschool 93/94 Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters Edition III (ME3) Rare
Legends (LEG) Rare

Combos Browse all

Divine Intervention

Enchantment

Divine Intervention enters the battlefield with two intervention counters on it.

At the beginning of your upkeep, remove an intervention counter from Divine Intervention.

When you remove the last intervention counter from Divine Intervention, the game is a draw.

Divine Intervention Discussion

slasherturtle on

1 month ago

It may be best to try to focus on two or three specific colors to make your mana base a little more consistent. RUG are the best colors for dragons so maybe if you could drop some of your greedier-costed White and Black cards, such as Serra the Benevolent , Dakkon Blackblade , Debt to the Deathless , Pox , Settle the Score , Leyline of the Void , Heightened Awareness , and Divine Intervention and replace them with some ramp spells, cheaper dragons, and potentially some anthems, I think you've definitely got more consistency and less dead draws than you did before.

Gidgetimer on Interaction between Doubling Season and ...

1 month ago

You also put Divine Intervention in the first paragraph, so it took some reading to see you were talking about Parallel Lives and Divine Visitation , but I think that is the combination of cards we settled on.

Both abilities are replacement effects, not triggers and thus do not go on the stack. Triggered abilities are identified by beginning with "when", "whenever", or "at". Replacement effects are more complicated to parse wording, but will always be replacing one event with another. ( Clone enters as a copy of a creature instead of as clone, Endless One enters with X counters instead of 0 counters, Divine Visitation puts 4/4 angels onto the battlefield instead of any other type of token, etc.)

Each replacement effect can only affect a single event once. This is what keeps Parallel Lives and Doubling Season from making infinite tokens with both out. In your example with no other effects out you make your goblin. Two replacement effects want to replace this event. You can either make it an angel and then double the number, or double the number and then make them angels. Either way you get 2 4/4s and both replacement effects are applied once.

TypicalTimmy on Interaction between Doubling Season and ...

1 month ago

I'm wondering how the interaction between Doubling Season and Divine Intervention work.

Suppose I make one single creature token and I have both of these enchantments out. Let's say for sake of example it's just a 1/1 Goblin.

I can order these in one of two ways:

So the first thing that happens is the replacement effect of Divine Visitation happens and rather than a 1/1 Goblin, I create a 4/4 Angel.

Then, Parallel Lives replaces the number I create, doubling it from 1x 4/4 Angel into 2x 4/4 Angels.

But what happens when I choose to order them the other way?

So I start again with my 1/1 Goblin. Parallel Lives wants me to create 2x 1/1 Goblins.

However, Divine Visitation asks me instead to replace the 1/1 Goblins with 4/4 Angels. So, I create 2x 4/4 Angels.

But because this is where I find myself questioning what happens next. You see, Parallel Lives sought to double the number of Goblins. Now I have Angels instead.

Does Parallel Lives now treat those 2x 4/4 Angels as a separate entity and thus doubles them too, putting another trigger on the stack and giving me 4x 4/4 Angels?

The reason I am wondering if this is the case is because of the following line of logic:

  • I create a 1/1 Goblin
  • Parallel Lives cares that it is created and doubles it
  • Divine Visitation cares that two creature tokens are being created, and changes their information into a 4/4 white Angels with Flying and Vigilance
  • Does Parallel Lives then see the Angels being created instead and put itself back onto the stack as a result?

SealableZero on Kynaios Meatspin

3 months ago

Skinken it allows me to shuffle Divine Intervention back into the deck. Good against decks that exile graveyards a lot. And DI isn't a good card to have in hand in the early to mid game.

HappyMilkXD on The Actual Weirdest Cards

3 months ago

I was looking for the wierdest Magic cards in Google, and stumbled with this magnificence. But I also think you're missing some good stuff:
- Chaos Orb : demands physical interaction with the game
- Shahrazad : the card that created
- Divine Intervention : 8 mana to just tie
- Floral Spuzzem :
- Goblin Game
- Scrambleverse
- Furnace of Rath
- Shared Fate

And then there are the cards that make you play cards from outside the game:
- Mastermind's Acquisition
- Burning Wish
- Coax from the Blind Eternities
- Cunning Wish
- Death Wish
- Research
- Glittering Wish
- Golden Wish
- Karn, the Great Creator
- Living Wish
- Ring of Ma'ruf
- Spawnsire of Ulamog

Hope any of these cards work for your list!

ultima333 on Catto Deck

4 months ago

Suggestions:

-- Divine Intervention - replace with a full wipe, rather than something that lets your opponent keep their best creature.

-- Relic Crush - replace with Sylvan Reclamation - exile is better, and can be cycled for a land if running short.

-- Leonin Arbiter - with the amount of searching you do, I'd re-think the search denial, as it hinders your own searching for lands too.

-- Jedit Ojanen of Efrava is just... not the greatest. He's pretty lackluster.

-- Curse of Vitality is very minor lifegain.

-- Nissa's Pilgrimage could be replaced with Kodama's Reach or Skyshroud Claim

You have an awful lot of slow lands, that come in tapped. Canopy Vista is pretty much strictly better than a Guildgate.

--Move Mirari's Wake to the main board. You should always run that. Same with Swords to Plowshares which is strictly better than Condemn. Aura Shards should likewise go into the main deck.

Soul's Majesty should be replaced with Rishkar's Expertise - it's one mana more, but can't be countered by killing the target, and it lets you cast something in your hand (even if it's not one of the things you drew).

I find Hunter's Prowess is outclassed by its uncommon counterpart, Hunter's Insight - it lacks the +3/+3, but the instant speed means you can just choose any unblocked creature, your opponents not getting the ability to block the target more to deny you cards. Also, it's 2 mana cheaper.

I'd try to find a slot for Rancor - it's a recurring way to grant trample, and +2/0 for one mana is sweet.

Lightning Greaves has screwed you over so many times in our games. Consider Swiftfoot Boots instead? The two differences are it costs mana to equip, at the trade-off of you can still target the creature later on without opening a vulnerability window with re-equip/etc, or locking you out of targeting it if it's your only creature.

Pabs4444 on Naya Tokens

6 months ago

elvishimpersonator Thanks for getting back to me. I have red in the deck because it allows me to have that much more synergy with Divine Intervention along with going away from the stereotypical selesyna tokens list. It's fun messing around with unique ideas. As for the consistency, I suppose I could do something like take out warleader for warboss, but I like the little bit of lifelink and how a 4/4 can just block in board stalls until Visitation comes out.

frosthammer_eden on Elenda Likes to Watch Things Die

6 months ago

Just to bring it to your attention. In your description you said Divine Intervention when you probably meant Divine Visitation

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