As Gideon's Intervention enters the battlefield, choose a card name.
Your opponents can't cast spells with the chosen name.
Prevent all damage that would be dealt to you and permanents you control by sources with the chosen name.
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|Commander / EDH||Legal|
Gideon's Intervention occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Gideon's Intervention Discussion
2 weeks ago
I know Sram, Senior Edificer doesn't have hexproof, but he is a unit for draw. Commune with the Gods is a little too slow for me, switch it out with sram? also maybe Gods Willing against sweepers, or in maindeck to prevent blocks. Also maybe Gideon's Intervention in the sideboard against dimir inverter. Looks like a cheap good deck. And I think Sunpetal Grove is better, although not strictly better. You could play 6 copies between the two of them, or else you will have some slow problem hands when you dont have any basics or shocks.
1 month ago
One more sideboard card that's good against combo decks: Gideon's Intervention
4 months ago
Inventors' Fair is anothe good land you could use. Also grab an Ancient Den and Darksteel Citadel as well to maximize artifact synergies. Refurbish , Emeria, The Sky Ruin , and Open the Vaults can also let you get things out of your graveyard.
Reya is probably too expensive.
Cut Heavenly Blademaster, you don't have enough creatures to take advantage of her.
Kemba, Kha Regent would be a more appropriate one because she generates tokens as blockers and swarmers if neede.
I'm not huge on Nahiri, the Lithomancer . 5 mana to not really get a lot done but make a 1/1 and equip it once. Similarly, Ajani Goldmane doesn't seem to do a lot in your deck. I think walkers like Ugin, the Ineffable and Elspeth, Sun's Champion might just straight up be better fits. You want to capitalize on that artifact synergy.
If you absolutely need something expensive and threatening, Zetalpa, Primal Dawn or Heliod, God of the Sun are good options with baked-in indestructible.
Land Tax and Smothering Tithe may also be very big includes. The second generates artifacts for anything that needs them as well as makes lots of mana or slows your opponents down considerably. Both are good for you.
Finally, you have some fun infinite mana generation in there but... what does it do? You've got no real payoff for abusing Basalt Monolith. There's no way to chain or bounce things, no aetherflux resrvoir, etc. Maybe instead of Doubling Cube , you run more linear ramp like Sword of the Animist , Explorer's Scope , or Land Tax
7 months ago
This deck seems to have a couple of weird things and a couple of holes in it. First off, your ramp seems to be through the roof and I don't really see why that's necessary. I would recommend cutting some of, if not all, the cluestones or maybe a sorcery speed ramp spell. Maybe consider switching one of your current sorceries for a Skyshroud Claim and probably switch Druid of the Anima for Sylvan Caryatid . Related to this is your current lack of enchantment cost-reducers. I would recommend adding one or two back in. You can switch some of your ramp for cards like Herald of the Pantheon or the new Starfield Mystic .
Next is card draw and tutors. You're not doing too bad at this, but I'm surprised you're not running Satyr Enchanter , Kor Spiritdancer , Sram, Senior Edificer or Open the Armory . Maybe even Three Dreams or Plea for Guidance are playable as well. Also, I think Harmonize deserves a spot because it can get you back in the game without any help.
Another thing you seem pretty weak on is removal. Both targeted and mass. I think Beast Within or Generous Gift or both would pretty easily fix your targeted removal. Maybe even Decimate or Qasali Pridemage . I think you ought to run at least one more board wipe. Single Combat or Divine Reckoning seem prudent. If you wanted to be able to hit more types of permanents, I'd highly recommend Tragic Arrogance .
My final category of things to add are other auras/enchantments and recursion/protection. Bear Umbra has been reprinted and it's still not here and Unquestioned Authority is also good. Also, the new Treefolk Umbra seems good enough to run. Maybe add back in Snake Umbra for card draw. Maybe On Serra's Wings or Asha's Favor for the host of abilities they grant and maybe Boar Umbra . For recursion and protection I'd say Hall of Heliod's Generosity , Umbra Mystic and Boros Charm are all cards that belong in here. Adding back in Retether seems like it would be fine and including either Eternal Witness or Auramancer or both might be good too. In general, I think this deck needs to be rebalanced a little bit.
Now, I'm sure you're thinking, "But my deck is already perfect. What am I supposed to take out?". I'm here to tell you, you're wrong and there are a few cards that seem ripe for removal. First off, Gideon's Intervention seems kinda silly in here. Really not what the deck wants to do. Maybe there are one or two cards that you really don't want to see in a game, but I think having single target removal in place of that would be better. Next off is Combat Celebrant . This guy is kinda slow, really vulnerable, and not an enchantment. If you really want this effect go with Aggravated Assault which, in concert with Bear Umbra, can give you infinite combats. Also, I think it's time for Wall of Reverence to bow out. It can gain you a bunch of life, but I don't think that it's worth the slot. As I mentioned before, the Keyrunes are easy pulls for some card draw spells, enchantment cost-reducers, and maybe another (probably basic) land or two. Maybe one or two other ramp spells (I might consider cutting Burgeoning if you don't add in more card draw) are worth cutting. I think 10-12 is a good number of ramp cards for this deck. Some of the weaker auras I'd look at are Scourge of the Nobilis , Felidar Umbra and maybe Mammoth Umbra and Burning Anger . Maybe I'm wrong about most of or all of those auras. That seems like the most difficult category to cut from.
I hope you've had fun reading all of this and that maybe a couple of my suggestions make a difference.
7 months ago
I understand temple bell can work well with smothering tithe but most of the time you will not have both and generally everyone draw 1 cards are not good unless your entire strategy is built around them. An enchantment like Underworld Connections would suit this deck much better if you needed the draw. To clarify im not saying Phyrexian Processor is a bad card i just think it is too much of an investment for what it makes, adding a combo or even a different bomb i think would be better, Aetherflux Reservoir i think would be a better outlet for your life (but would add a combo finisher first).
removal you might consider:
a couple of less good situational removal
Seize the Soul = Value
Gideon's Intervention = stop decks that require thier commander
board wipes to consider:
Merciless Eviction = be careful what of yours get exiled
and the two edengstrom1 suggested I would recommend running a couple even if a lot of the time they sit in your hand too long before they become necessary, some board states you just cant come back from.
8 months ago
I really like the shell. :) Probably the best Approach shell I've seen in Modern. May I ask how it performs in FNM? I might build it for the funsies. Some non-budget cards to add to the deck would probably be:
Vraska, Relic Seeker , Gideon, Ally of Zendikar , Gideon of the Trials , Leyline of the Void , Leyline of Sanctity , and Gideon's Intervention over Harvest Season , Sylvan Awakening (maybe), and Krosan Grip (maybe) since you can tutor your sideboard with Mastermind's Acquisition . The Walkers provide value and your fog spells can even protect them.
9 months ago
It feels like you want some number of Banishing Light effects. Especially with all the ElderGod decks running around. Perhaps even a Nevermore / Gideon's Intervention . Wont make any friends with that one, but it's much better than having nothing.
1 year ago
Thran Lens allows your creatures to block Animar and possibly remove him if any have deathtouch.
If you're playing 1 vs 1 Council's Judgment can always remove Animar.
Deathgrip is probably your BEST counterspell.
Since Animar starts as a 1/1 cards like Engineered Plague , Night of Souls' Betrayal , Curse of Death's Hold , Ethereal Absolution , and Elesh Norn, Grand Cenobite make him die instantly before he can ever get big. (If he's already out and pumped up before you can get one out just use a board wipe and he'll be stuck in the command zone until the Animar player can remove this effect.)
Chalice of the Void on 3 makes it so Animar can't be cast.