Permanents you control gain hexproof and indestructible until end of turn.
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Heroic Intervention Discussion
1 day ago
Memphismaymagic5, Heroic Intervention: Permanents you control gain hexproof and indestructible until end of turn. So they do provide essentially the same ability, but Selfless Spirit gives a body until you decide to make everything indestructible. I guess my only real concern is it dying to removal before it can see proper use.
GeminiSpartanX, eeeeeee my wallet is crying already. I'll probably use the birds until I can make financial commitment to Hierarchs. Would you recommend fetches or hierarchs as something to get first?
2 days ago
@ODDIOBLENDER, not to sound rude or anything, but Wrath of God and Damnation explicitly say creatures can't be regenerated, so I don't think Loxodon Hierarch would be very helpful against those specific board wipes.
@GeminiSpartanX, thanks for all the advice. I do already have a playset of Birds of Paradise in the mainboard already. With the more creature centric play style you're suggesting, would leaving the Inquisition of Kozilek playset in the sideboard be reasonable? And I know now is probably the cheapest enemy fetches will be for a very long time, but I am definitely not in the financial situation to be buying a playset of any of them.
2 days ago
You have a lot of lands. Since you have green and Kaseto's CMC is pretty low, maybe you should cut 4 to 7 of them. I'm also not sure if Archetype of Imagination and Archetype of Endurance are worth their mana costs.
Adaptive Automaton is another anthem for your snakes. Triumph of the Hordes is an excellent finisher. You also might have some luck with Blighted Agent or Blight Mamba. Also, Krosan Grip is excellent removal, and Swan Song, Arcane Denial, and Delay are good counterspells. Heroic Intervention is nice protection.
2 days ago
LeaPlath which cards are you saying i should put 4 of? the main point of the deck is to get out the rampaging baloth and get a couple of mana in for the landfall hopefully with a surrak ingame i get that i should put playsets of cards but of all those cards there i dont own a playset of any except for the Mycoid Shepherd hopefully i'd like to get a few more Heroic Intervention to protect my creatures
2 days ago
If you're all in on Thalia's Lieutenant you may want to consider dropping a Cloudblazer and a Panharmonicon for two copies of Heroic Intervention. The removal that is available right now makes it hard to bank on a creature under cmc 3 surviving beyond turn three. So having a cmc 2 spell that you can use to protect it and then allow it to see combat seems like a good addition. I realize you have a counter-spell suite, but there are other targets that NEED countering. Not to mention they will also not have the upside of giving your creature indestructible. Additionally, four copies of a cmc 5 creature that doesn't outright win you the game is hard to justify. I see why you would want Panharmonicon in this deck, but it has little to no impact when you cast it. You may find this to be a weakness during playtesting and instead add other cards to fill all six slots.
3 days ago
Glissa, the Traitor, Surgical Extraction, Rishkar, Peema Renegade, Gyre Sage, Treasured Find, Golgari Charm, Vines of Vastwood, Shaman of the Pack, Collected Company, Armorcraft Judge, Champion of Lambholt, Maralen of the Mornsong, Gilt-Leaf Palace, Ezuri, Renegade Leader, Elvish Piper, Imperious Perfect, Immaculate Magistrate, Joraga Warcaller, Eternal Witness, Heroic Intervention, Putrefy, Abrupt Decay, Eyeblight Massacre, Smother, and Damnation are all cards you could consider as well.
3 days ago
You have so many ways to make use of extra mana, and lots of creatures. Cryptolith Rite would be amazing here, i suggest adding 2-3 copies. It can help you really go over the top by generating a lot of extra mana.
Heroic Intervention, while a cool effect, isn't something i would want more than 1-2 copies of in my maindeck. Keeping up 2 mana is a very real cost, and it doesn't even protect you from Engulf the Shore or Yahenni's Expertise.
Compulsory Rest is an odd choice for a removal spell, since it doesn't really answer creatures with powerful static abilities like Metallic Mimic, Lord of the Accursed, Winding Constrictor or Tireless Tracker. You might want to consider Stasis Snare or Declaration in Stone to replace it.