Intervention Pact

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful 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
Future Sight (FUT) Rare

Combos Browse all

Intervention Pact

Instant

The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.

At the beginning of your next upkeep, pay . If you don't, you lose the game.

Intervention Pact Discussion

Boza on Does a color of your ...

4 months ago

Intervention Pact (remember to use double square brackets to link your cards for EZ viewing experience for everyone)

Damage can be dealt by permanents, spells or abilities. Intervention pact does not specify it works versus a certain color only, so it has no restriction on its prevention.

However, you are allowed to prevent only one source of damage. If you are attacked by a Grizzly Bear and the opponent aims a Lightning Bolt at you, a single pact can prevent only one of these.

Compare it to Prismatic Strands , which first has you specify a color, then prevents damage from said color.

MahBoi100 on Queen Marchesa: Politics, Aikido, and Control

4 months ago

Patolea Thank you very much for your response and for sharing your insight with me! I appreciate that you took your time to provide me with second opinions on the cards that I listed! :)

What do you think of Intervention Pact ? Being free damage prevention gives you another layer of defense when you need it, and it gives you life to boot! It costing 0 mana does allow you to feign being shields-down to weed out a potential betrayal. But you wouldn't want to be in a shields-down situation like that to begin with, I guess x)

Darth_Savage on Karma

10 months ago

One way to look at this is; assuming you have made your land drop each turn, then on turn 3 you could have 3 mana available. On turn 3-4 there is around a 50% chance you draw Karma anyway, assuming it wasn't in your opening hand. if you cast Night's Whisper then you still have 1 mana, so there are other things you can do that turn, like play a creature. If you cast Idyllic Tutor you have 0 mana available. Just looking for a card in either scenario doesn't change anything other than your hand, the tutor isn't even card advantage, just replacement, you want to be able to cast something that same turn, which effects the board state, or you have done what amounts to nothing. Let me try and illustrate:

You play Weathered Wayfarer / Your opponent Striking Sliver

You play Marsh Threader / Your opponent Predatory Sliver

You play Urborg, Tomb of Yawgmoth and Idyllic Tutor / Your opponent Sinew Sliver

You play Karma / Your opponent Two-Headed Sliver

Your opponent on turn 4 can swing with 3x 3/3 first strike, menace creatures, you can block one of them. Now it isn't just Slivers that can build that sort of presence; Humans, Elves, Spirits, Zombies, Merfolk and others can all do it. You will take 6 damage, next turn your opponent takes 8 damage, but so do you on your next turn. Unless you draw Wrath of God you will lose. Modern is loaded with aggro decks which kill on turn 4 or 5, heck I play one Power 4 is Ferocious a Hollow One offshoot.

You need either life gain Sovereign's Bite , damage prevention Intervention Pact , removable lands (already mentioned) or a way of avoiding losing the game. You also need to realise that the only life that matters is the one from 1 to 0... So avoiding losing the game, Phyrexian Unlife + Solemnity essentially with these both in play, you can't lose the game for having 0 life and you can't get poison counters. The thing is the best enabler for a deck so heavily in need of enchantments is probably Commune with the Gods , oddly green also has swampwalkers and ways to search up lands.

I'm going to finish off here, as I've written more than I intended...

triproberts12 on

10 months ago

Eye of the Storm will also shut down a lot of decks, and it will at least turn off the removal for Lavinia. Release to the Wind and Spell Queller are hard removal spells with Lavinia. Also, you should probably be running Idyllic Tutor , Enlightened Tutor , and Mystical Tutor to get your lock pieces. Curse of Echoes , Hive Mind , and Helm of Awakening only work for you, and you can also include Pact of Negation and Intervention Pact combo with Hive Mind to kill players not in that color. You're also running a lot of counterspells, so Guile + Dovescape is a nasty combo.

DragonFaceEater on Time Flies *Primer* (WAR Update - Infinite Turns)

10 months ago

This is a really cool deck! The normal 'taking turns' list that I have been thinking about building is pretty expensive (Cryptic Command, mainly) and this is a nice budget alternative, as long as I make a few edits to the manabase so that it fits with the lands that I currently have. Also, this deck is even more fun than the original! After some playtesting to see if I wanted to make some changes, I have some suggestions. When comboing off, I'll often get two copies Day's Undoing in my hand, and having two is useless, since when you play the first, it shuffles the second away. I feel like if you cut one of the Day's Undoings, you could get rid of the problem while keeping the ability to reliably have one in your hand, especially if you just start keeping it with your cantrips (Opt, Serum Visions, Sleight of Hand, etc). To replace it, I'd suggest one copy of Howling Mine. It would probably end up drawing you more cards than a Day's Undoing anyway, while not drawing your opponent very many, considering all of the extra turns you're taking. Additionally, I would strongly suggest Ideas Unbound, which would probably replace some cantrips. It digs three cards deep, and if you play it with an empty hand, you can play two or even all three cards and not even end up having to discard. And that's not mentioning the synergy it has with Sundial of the Infinite. If you end the turn before your end step comes, you won't have to discard, making it essentially 1UU draw three cards (because you have to pay 1 to end the turn), which can be very powerful. Also, I suggest Pact of Negation, and to a lesser degree, Slaughter Pact, Intervention Pact, and even Pact of the Titan. Pact of Negation is an extremely strong card. Being able to counter something for zero is very powerful, as people will often completely let their guard down when a blue deck is tapped out, and try to play their win conditions with no protection of their own. When you often times don't even have to pay the 3UU later because you have Gideon of the Trials (Pact of Negation forces you to pay the cost, but only if you have the mana in your mana pool. You have the choice to tap your lands to produce the mana) out? That's power 9 levels of broken. Countering a vital spell completely for free can often times win games by itself. You can also, in a pinch, end your turn in respose to the upkeep trigger with Pact of Negation with Sundial of the Infinite and skip your turn in a pinch. All of this applies to Slaughter Pact, Intervention Pact, and Pact of the Titan, although none of them are quite as good as Pact of Negation. You don't have the black to pay Slaughter Pact's cost, so it may be a little conditional as a removal spell, even if it is free when you can cast it. Intervention Pact can be a very good stalling spell, essentially buying you two full turns, but it's useless if you get off to a fast start, and will only get in the way then. Pact of the Titan can be a free 4/4 at instant speed, but, while that blocks really well when you're on the defense, and can attack when you're trying to close out the game while comboing off, it isn't exactly what the deck needs, and could lower consistency. Anyway, this deck is honestly really fun to play, is pretty skill testing, and costs half of what traditional taking turns decks cost. Thanks!

Kjartan on Hive Pact

11 months ago

Maybe play Slaughter Pact instead of Intervention Pact.

It can destroy Meddling Mages the turn you intend to go off, and with just 1 colored mana it it's upkeep cost, you could perhaps splash a single Watery Grave and put in some fetches. It would up the versatility a lot, but I get that fetches, (especially Scalding Tarn,) are really expensive.

Coward_Token on EDH: My mono-W charity case

1 year ago

Here's my latest thought exercise/forum front page clogger. Based on takes on the weaknesses of mono- from e.g. deck: http://tappedout.net/mtg-decks/iona-shield-of-emeria-1/ , I've tried to come up with cards that would remedy this situation. Here you'll find my attempts to address white's lack of card advantage, tutoring and stack interaction, plus some stuff that just rewards you for playing white.. Some of these are simply a few existing good cards which I've had legs removed from/added to with appropriate flavor, since this would alleviate problems that comes with singleton limitations. I've tried to make most of the cards primarily appealing to mono- by e.g. using lots of the color's symbols in mana costs since White is far from a bad color when combined with others, and I didn't want to make e.g. Karador, Ghost Chieftain much stronger.

This thread ended up being posted in a bit of a rush, since Wizards claim they've listened to EDH-related feedback in Commander 2018 and seems to be on their way of proving it with Endless Atlas, which kinda makes the whole "Advantage" category below redundant. (For those who are curious, it made me downright cut a card and its five variants, all which were permanents that let you discard/sac Plains to draw.)

Stack interaction

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