Heroic Intervention

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Aether Revolt (AER) Rare

Combos Browse all

Heroic Intervention

Instant

Permanents you control gain hexproof and indestructible until end of turn.

Latest as Commander

Heroic Intervention Discussion

dingusdingo on [[Primer v0.5]]-Omnath, the Angry Wet Jelly Bean!

1 day ago

A lot of my experience is in competitive formats as well as some high-powered EDH, where games last 3-7 turns or so before someone combos out to win. A lot of my advice comes from that perspective, where you need to make a strong impact by turn 3 or risk losing! Casual commander is pretty fun too, but my meta has weaponized itself.

When comparing cards, I find its pretty helpful to list their stats side by side, because they aren't exactly the same but fill similar roles

Pyroclasm vs. Blasphemous Act

  • Always 2 CMC vs somewhere between 1 and 8 CMC (you're not casting it unless there's 1 critter on board lol)
  • Wipes small creatures vs wipes the entire board
  • Same timing restrictions, same color, both deal damage to remove

The reason I prefer Pyroclasm is because the cost is always guaranteed to be 2, which is highly playable for removal. As metas get more competitive, they tend to run lower CMC spells, including creatures. You see a lot of 1 mana drop elves (llanowar, fyndhorn, deepshadow, avacyns pilgrim, birds, deathrite shaman, etc.) that can be wiped by Pyroclasm. You also see a lot of creatures with strong hate abilities that can be killed by pyroclasm too, like Hushwing Gryff Aven Mindcensor Notion Thief Collector Ouphe and more. Pyroclasm is strong at removing all the supporting creatures that lock down the board or accelerate opponents to wins.

Its very easy to trade a pyroclasm for 3 of your opponents creatures in the first couple turns. Getting that 3 for 1 is card advantage for you, because you've removed 3 while only spending 1. Blasphemous Act does the same thing, but against 3 creatures on the board it would cost 6 mana to cast, versus just 2 for pyroclasm. Blasphact certainly scales better with more creatures, and its more likely to kill a whole board, so there's trade offs. Also worth noting that Pyro will snag about 50% of commanders, but that number lowers in casual play (bigger pool of playable commanders in casual, more have higher toughness) I would choose to run Pyroclasm in the majority of cases too.

We can do the same thing with Greenwarden and Ewit too

Eternal Witness vs. Greenwarden of Murasa

  • 3 CMC vs. 6 CMC
  • Non-tribe vs. Tribal (relevant for tutoring, cost reducing, triggered/activated effects)
  • Recurs on ETB vs. Recurs on ETB and exile from GY (niche but relevant)
  • Bad beater vs. Pretty good beater

Again, I personally like Ewit better. There is no denying that Greenwarden is in tribe and has the extra effect, but I think the lower CMC is way more important. It means that you can play it for value during your early turns to recur a powerful spell. It also lets you generate a value engine sooner with Ghostly Flicker or Displace (you bounce ewit and something else, use ewit to get the flicker back), but honestly you could just run both. Recursion is strong enough and they're both pretty good cards! They are also great when you up the tutor density, because it lets you get more mileage from them.

As far as ramp goes, I want to give you a new perspective on how to look at it. Your goal is to play your commander as fast as possible so you can start using its abilities (pretty common for a lot of decks). There are certain pieces of ramp that get you your commander a turn before you would get them with others.

For example, if you play a land on turn 1 2 and 3, and a piece of ramp on turn 1 or 2, you get a turn 3 commander.

Some of them even can tap for mana when they come in, letting you play other stuff too. Its also worth noting that a ramp piece on turn 1 AND 2 means you get a turn 3 commander before you play your land drop, which lets you get a landfall trigger immediately.

That isn't to say that Cultivate etc. are bad cards. But a cultivate turn 3 means a turn 4 commander, which would be possible with simple land drops turns 1-4. On the other hand, they give you a land to hand too, which helps guarantee more landfall triggers and also thins deck for better draws. In fact, I would just run more ramp pieces in general, so keep the ones you have and add in the talismans and rampant growth + variants and I'd say you're set!

Heroic Intervention is great in decks that can't run counterspells, basically decks without blue. In 90% of cases, you're going to use this as a counterspell, but the other 10% are dodging damage from creatures on the board (or abilities) or possibly using it to protect creatures while you're attacking. I think that a counterspell gives greater versatility overall, because you may also want to stop something that doesn't just target creatures, a la Winter Orb or Static Orb .

Release to the Wind has a lot of versatility. It can remove problem permanents for basically a turn, which can help greatly. Spot removal like Pongify outperforms it in terms of CMC and the guaranteed removal. Release to the Wind also lets you reuse ETB abilities of your own permanents, but this is rather expensive as you're paying the cost of the permanent + 3, whereas Ghostly Flicker is guaranteed to get the ETB effect for always 3 CMC. Release also lets you protect your own stuff from removal and exile, but once again, rather expensive. Its better on cheaper permanents for sure. It has an insane amount of flexibility for what it does though, which makes it worth a consider. I wouldn't run it but am not against the card being run.

Oh, also check out Brighthearth Banneret Cosi's Ravager Nova Chaser SKullmuncher Tideforce Elemental Tunnel Ignus Young Pyromancer Budoka Gardener Rakka Mar

VexenX on [[Primer v0.5]]-Omnath, the Angry Wet Jelly Bean!

1 day ago

dingusdingo, my voice of reason! Just about every piece of advice/ suggestions you made was completely logical. I was actually looking at my avg CMC today, trying to think how I wanted to tackle that problem. Dont get me wrong, avg 4cmc is playable in commander all the way, but it is often clunky and inconsistent. It is important to note that commander is not always about the most optimal plays, but the fun and powerful ones. That being said, I am going to heed much of your advice because I have not been super happy with the curve of the deck.

As I mentioned in the Primer, the point of the deck is to abuse ETBs of my Elementals. Yes, I know Eternal Witness is a better card, but I chose to run Greenwarden of Murasa because of the flavor. Avatar of Growth is another flavor card in my deck that I want to try out before i cut it. I know it helps my opponents, but I'm the landfall deck and can draw two cards off it as well. Also, it will cost 3cmc most of the time.

I've never hurd someone say Pyroclasm out classes Blasphemous Act . It doesn't in my meta at least. Big creatures are all over the place where I play.

The rest of you logic infind extremely sound. I think I am going to call my Signants for all 2cmc ramp spells, as well as Maelstrom Wanderer and Sunbird's Invocation for lower cmc spells.

Decimate, Zendikar's Roil and Tyrant of Discord were also weak spots for me.

What do you think about adding Heroic Intervention and Release to the Wind here?

Thank you again for the feedback and Upvote! I look forward to hearing from you some more!

VexenX on Gruul-Aid Man, Who Rocks and Roils

1 day ago

Oohh and Sakashima the Impostor is sweet. You can tell I dont play blue often... lol. I'm also going to try and make room for Heroic Intervention and Release to the Wind I think. Thanks again!

LVL_666 on Wurm Tribal-Mono Green

1 day ago

Whitehamma, sorry for the wait. I've had a little bit of time to mull over additional feedback.

Also, weird tangential thought but your name makes me think of this clip Black Hammer & White Lightning from Major League II. I highly doubt your name is a reference to an obscure early 90's sports comedy...eh my age is probably showing lol.

Without the deck primer, what would you swap? - Whitehamma

Okay, feedback. First, lets start with what you're missing, and how we can compensate - You have little Draw and interaction in the deck. As previously mentioned, the following are must haves:

Interaction

  • Beast Within - this is mandatory, you arguing. It shuts down other players when they're trying to combo out and assume you having nothing because you're mono green and have mana left open.
  • Krosan Grip - excellent removal for those pesky Aetherflux Reservoir s, Paradox Engine s and other combo enablers.
  • Desert Twister - Expensive CMC wise, but it seems to fit the Vorthos mindset you have going on here. Seems like a nice flavorful Wurm-y spell.
  • Borrowing the East Wind - Exotic, and definitely in the realm of "nobody would expect this" - but monetarily it's pricey like Sylvan Library. Worth mentioning as you could just wtf bash a whole table in if you have a slight life lead.
  • Drop of Honey - Exotic as well and also very unexpected for monogreen. If you happen to have one, i'd say it'd be a fun include...as the majority of your creatures are huge - but the monetary pricetag is ridiculous. thought i'd toss this one in just in case you happened to have been sitting on one, and didn't realize it. Ya never know.
  • Triumph of the Hordes - an alternate wincon in monogreen for your deck. Worth the price (monetarily)
  • Heroic Intervention - a good card to play when someone decides to wrath or a good response when an opponent gets cheeky when assigning blockers.

Card Draw/Tutor

  • Abundance + Sylvan Library - one shouldn't be in here without the other. If you can get away with it, just proxy Sylvan Library .
  • Rishkar's Expertise - an excellent draw spell that lets you dump something fat onto the field.
  • Soul's Majesty - not quite as nice as Rishkar's, but can net you alot of cards.
  • What to Remove?

    Now that's a hard question. Mostly because 1. I don't know your meta, 2. I don't know your playstyle/preferences, 3. budget. I guess I can just toss some ideas of what I think doesn't really work...and well leave it at that.

    • Temur Sabertooth - i'm not following the purpose of this card in this deck. Unless you're abusing ETB triggers. This would seem like diminishing returns though, as none of your creatures have a "ETB untap all lands you control" - i'd pursue a creature that would better interact with this, or just cut it.
    • Seedborn Muse - playing magic on other people's turns if fun, but as far as i'm tracking you don't have more than one card that can really take advantage of all that open mana. Unless i'm missing something, these cards are a niche strategy that don't seem central to your deck's themes - i'd cut them both.
    • Those are my thoughts, let me know what I was completely wrong about, and what was thought provoking.

    NinetyFish on The World Keeps Spinnin'

    3 days ago

    Thanks Ravenrose! I'm currently not playing Harmonize because Rishkar's Expertise as the signature spell provides a pretty consistent source of card draw when I need it. I'm considering making Heroic Intervention the signature spell though (more Ajani flavor!), in which case I'll definitely consider Harmonize or an extra Ajani flavor card in Soul's Majesty .

    TogbusPrime on All Levels Except Physical

    3 days ago

    Werewolves have always been a favorite horror monster of mine, so I've tinkered with the tribe in EDH and a wolf enthusiast friend of mine actually made a deck for them. As such I've got a few suggestions, but take it with a grain of salt since our meta has an unusually high power level from what I've seen.

    Given the description, I'm guessing the following are in to fill out the curve with early drops, but you may want to consider ditching Gatstaf Shepherd, Hanweir Watchkeep, Hinterland Logger, Lambholt Pacifist, Reckless Waif, Village Messenger, and Villagers of Estwald for later value cards or to free up room for some of my suggestions below. Similarly, I'd consider dropping Mass Hysteria as it seems dangerous, though with it's low mana cost I imagine you only cast it the turn you're going to win or as prep the one before that, and Fervor since you have access to better haste bestowers like Fires of Yavimaya , Rhythm of the Wild , Flamekin Village and/or other effects like Dolmen Gate , Angel's Trumpet , Sight of the Scalelords , and Steely Resolve .

    As for what to put in, I think running both Radhas would make sense. Grand Warlord Radha allows you to aggress and progress in one fell swoop. In your present case that'd likely mean setting up so you have blockers for the possible crack back, though you could certainly add flash creatures to make the most of that mana during combat. As for the more on theme things there's stuff like Cult of the Waxing Moon , Spirit of the Hunt , Vildin-Pack Outcast  Flip, Howlpack Resurgence , Silverfur Partisan , and Hinterland Hermit  Flip to force blocking and potentially free up other shenanigans. There's also the {insert tribe here} supports like Adaptive Automaton , Brass Herald , and Metallic Mimic . Lastly I'd think about protection like Heroic Intervention and Soul of New Phyrexia since the board is key for decks like this and wipes are something any EDH deck worth its salt has at least a few of.

    Jack-Frost on The Spawn

    6 days ago

    My recommendations:

    New Commander: Ramos, Dragon Engine or Morophon, the Boundless

    Either of these would fit the theme of your deck better and would assist you in casting and running the deck.

    Cut:
    Altar of the Brood - Doesn't fit what you're doing and doesn't assist in your goal
    Ghostfire Blade - Not good enough. You're running Eldrazi. They're big enough and powerful enough to take care of themselves
    Mycosynth Lattice - This doesn't help you. Most of your stuff is colorless so this only helps your opponents cast spells and places a glaring weakness that a card like Vandalblast can easily exploit.
    Bonds of Mortality - You're running annihilator and massive creatures. You're rarely worried about the occasional hexproof creature, and you shouldn't have an issue with the occasional enchantment or artifact. Eldrazi overwhelm. Don't sweat the small stuff.
    Prismatic Omen - This doesn't help you enough. Most of your stuff is colorless so this doesn't do a crazy amount for you. In addition, you're running Chromatic Lantern which will do this and also produces mana on top of it.
    Ashiok, Nightmare Weaver - Why? This has nothing to do with your deck
    Despark - There are better removal options, but as an eldrazi tribal deck you'd be better off playing cards that protect and accelerate you rather than this.
    Wear / Tear - While decent, you don't usually need to hit both at once and it's multiple colors. I'd run Naturalize or Krosan Grip instead.
    Fathom Feeder - ...No. Just no.
    Mist Intruder - While this and Fathom Feeder are both eldrazi, just because you're running a tribal deck doesn't mean you have to run every tribal card, nor only tribal cards. Cut this and see my suggestions for cards to replace it with.
    Khenra Charioteer - There are better alternatives
    Vile Aggregate - You're running eldrazi. You're going tall rather than wide so you're unlikely to ever really have enough creatures out at once to really make this card worth running.
    Bojuka Bog - Not worth it. It comes out tapped and unless someone is both running a graveyard deck and has enough good cards in it at the same time, you're not going to get enough value out of this, or if you want to save it for that, then you have a dead land in hand and there would be far better cards like Rest in Peace and such.
    Gateway Plaza - Comes in tapped, costs an additional mana to play, and only gives one mana. Too slow and not good enough.
    Ruins of Oran-Rief - You're running Eldrazi. You really don't need one more +1/+1. A colored mana would assist you more here as it would also help you pay for and colored spells you would like to cast.

    Add:
    Akroma's Memorial - This is a fantastic card that in your deck would be a win con. I would recommend running this over Eldrazi Monument as it does a lot more and doesn't force you to sacrifice your important eldrazi.
    Privileged Position - An absolutely amazing card that I run in every deck that can run it. Full protection on ALL your permanents.
    Sterling Grove - Protection for all your enchantments and allows you to fetch any that you need.
    Krosan Grip - Guaranteed removal on artifacts or enchantments.
    Ramos, Dragon Engine - You're running a five colored big boy deck. This enables it and since it's colorless it'll be relatively easy for you to cast.
    Archetype of Endurance - Fantastic protection and a powerful creature to run. As a plus it fulfills some of the same roles as the cards you ran that removed hexproof.
    Archetype of Aggression - Replaces your Khenra Charioteer as a much better, single color, alternative.
    Kozilek, Butcher of Truth - Great card draw, annihilator, reshuffles your graveyard which prevents mill and keeps your deck running even after a board wipe, and a giant eldrazi god, all built into one card.
    Kozilek, the Great Distortion - Card draw, counter protection, and a menacing eldrazi god. Who could ask for more?
    Emrakul, the Promised End - Reduced costs, protection, flying, trample, steals a turn, and an eldrazi god. Nuff said.
    Temur Ascendancy - Replaces or in addition to Fervor . Haste plus card draw and your creatures are almost all going to trigger it.
    Demonic Tutor - Fantastic fetch card.
    Vampiric Tutor - Fantastic fetch card.
    Harsh Mercy - Tribal board wipe
    Explosive Vegetation - Land fetch
    Skyshroud Claim - Land fetch that comes in untapped. If you upgrade your landbase to include cards like Breeding Pool (see recommendations lower), you can use this and cards like Nature's Lore to fetch them and bring them in untapped.
    Patriarch's Bidding - Full board wipe recovery, and/or a kill card if you have a haste enabler on the board.
    Heroic Intervention - Top Tier instant speed protection.
    Teferi's Protection - Top Tier instant speed protection
    Cyclonic Rift - One of the best board wipes in the game. Cannot be protected against, reset's their entire board, and leaves you in a fantastic position.
    Enlightened Tutor - Artifact/Enchantment Fetch
    Worldly Tutor - Creature Fetch
    Mystical Tutor - Instant/Sorcery Fetch
    Urza's Incubator - Eldrazi cost reduction
    Descendants' Path - Free Eldrazi casts
    Rhystic Study - Fantastic card draw
    Bloom Tender - In a 5-color deck this card is amazing ramp.
    Birds of Paradise - Any color ramp for 1
    Ugin, the Spirit Dragon - Does this require explanation in a colorless deck?
    Beast Within - Destroys any permanent. This is a fantastic card to run as a mere 3/3 beast shouldn't bother you, and even if it would, it's likely far better than what they previously had.
    Chaos Warp - Removes any permanent. Can be used on your own stuff to pull a new permanent out of your deck if needed. Bypasses indestructible.
    See the Unwritten - Need I say more?
    Tooth and Nail - Need I say more?
    Exploration - Amazing ramp. Accelerates your turns
    Burgeoning - See Exploration
    Mana Reflection - The best mana doubler, bar none.
    Zendikar Resurgent - Mana doubler plus card draw
    Smothering Tithe - One of the best ramp cards
    Oracle of Mul Daya - Fantastic acceleration. Combines with other accelerators such as Exploration and Burgeoning as they can now play lands off the top of your library as well.
    Second Sunrise - Full boardwipe recovery
    Defense of the Heart - Easy free creature drops
    Mirari's Wake - Mana doubler plus anthem
    Faith's Reward - Full, personal, boardwipe recovery
    Seedborn Muse - One of the best cards you can run, bar none.
    Commander's Sphere - 3 drop mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )
    Darksteel Ingot - 3 drop indestructible mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )

    Recommended Land Additions/Swaps:
    Cavern of Souls
    Reflecting Pool
    Urborg, Tomb of Yawgmoth - Mana coverage, allows your fetch and colorless lands to tap for colored if they need
    Cabal Coffers - Combines with Urborg, Tomb of Yawgmoth to generates metric butt tons of mana
    Arid Mesa
    Bloodstained Mire
    Flooded Strand
    Marsh Flats
    Misty Rainforest
    Scalding Tarn
    Verdant Catacombs
    Windswept Heath
    Wooded Foothills
    Blood Crypt
    Breeding Pool
    Hallowed Fountain
    Overgrown Tomb
    Polluted Delta
    Steam Vents
    Stomping Ground
    Watery Grave

    Fetch lands and shock lands are fantastic upgrades to your deck. Fetch lands let you pull the exact lands you need and let them come in untapped, and shock lands can both be fetched because they say the actual land type (ex. Breeding Pool is a Forest Island), and can come in untapped or tapped depending on what you need. Coming in untapped and generating multiple colors gives a distinct advantage over mono-colored lands and lands that must come in tapped.

    Maybe Cut:
    Eldrazi Monument - Hurts you too much and doesn't generate enough benefit. If you can't get a weak creature out in time, or don't have one available, you'll either have a dead card in hand that you don't want to cast, or one that hurts you badly. If you want indestructible, look at cards like Boros Charm or Heroic Intervention .
    From Beyond - Too slow and doesn't do enough.

    Why?:
    Relic of Progenitus - Not worth it. Run Rest in Peace or other such cards instead.

    A tribal deck isn't limited to only cards of its tribe, but rather is mostly one tribe and has several cards that accelerate and power up the tribe. Hence my recommendation is that you cut a few of the weaker cards that are unnecessary and instead run a few non-tribal cards that strengthen, accelerate, and assist your deck.

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    Heroic Intervention occurrence in decks from the last year

    Modern:

    All decks: 0.02%

    Commander / EDH:

    All decks: 0.09%

    Green: 0.65%

    GU (Simic): 0.57%

    GW (Selesnya): 1.0%

    Golgari: 0.16%