Intervention Pact

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Future Sight 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.

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Intervention Pact Discussion

Shane on Turn 1 Modern Win Hand ...

3 days ago

Also you could add 4x Street Wraith and 4x Manamorphose for more thinning. It's almost like playing 8 less cards in your deck. And if you're worried about killing yourself you can also use Intervention Pact to stop the damage from Madcap Experiment.

Cloudchaser.Kestrel on List of holy day / Fog effects

1 week ago

You'll note that I've specifically omitted single point damage reduction from the list. While I might occasionally run a Intervention Pact in a holy day deck - this list is only things that prevent all damage from a category.

DanteBeleren on I'm the reason people hate Child of Alara

2 weeks ago

I know they're typically considered silly cards, but since you can't keep a board-state style protection (pillowfort), have you considered Comeuppance, Fog, Holy Day, Darkness and the like? Maybe even Spore Frog or Kami of False Hope? They all fall into what your deck already does if you can squeak them in. Also/Alternatively, Angel's Grace or Intervention Pact?

Overall awesome silly deck and it will be interesting to see where you take it, so plus one from me.

JaceTheSwagSculptor on Uril's Revenge

2 months ago

Wtf...? Is Reap even a real card? How is that not just straight better than Regrowth? I'm so confused why more decks don't run this. I keep reading the card thinking there has to be a drawback, but there is nothing...you just choose the guy playing a non-black deck O__o

I might have to replace my judge promo Regrowth (insert crying face).

I already suggested Constant Mists in two previous posts. The only reason you would not want Constant Mists is if people are combo killing you with Aetherflux Reservoir or some other random jank (if this is the case you'll want Intervention Pact).

Fog effects are also meta-dependent. I do not run any because commander kills and aggro decks are not that prevalent in my meta. I found that lockdown effects do enough to slow down people until I one-shot them or get a lifelink enchant.

Braid of Fire is not a card that I have a clear cut answer for. It has pro's and con's...it's an enchantment, it comes down early, it's not vulnerable, yet it only produces the color of mana you need least. This is definitely a card you'll need to proxy and test for yourself. I can definitively say it's worse than Devoted Druid though.

JaceTheSwagSculptor on Uril's Revenge

2 months ago

Blue is undoubtedly the most hindering color to voltron, so I don't think making concessions to that would be unreasonable regardless of how narrow they are.

I eliminated most of the defensive cards in my build in favor of hinderance effects to slow down opponents (Null Rod, Torpor Orb, etc) and ramp. I prefer being the oppressive or fastest deck at the table.

I would rather have the creatures that have additional value. I largely found that defensive cards such as Dueling Grounds and Ghostly Prison underperformed. They are high CMC (3 CMC is an incredibly crowded slot in my build) and they did nothing to advance my board position. Especially if you are having trouble with control decks, you can't afford to use 3 mana on something that does not require an immediate answer from opponents or ceases to bring you closer to a kill.

I've been really happy with Teeg and Arbiter thus far. Arbiter is great for resolving spells and Teeg secures you a win late game. Plus they are a small investment with a large upside at 2 mana. If they stick, great! If they don't, your opponents had to use valuable resources, which is also great! If creature removal is really rampant in your meta you could try City of Solitude, but I found it very difficult to use this card effectively.

If you are going to run defensive cards such as Deflecting Palm, I would suggest something that has a larger upside as you don't really care about dealing non-general damage. Constant Mists, Moment's Peace, or Intervention Pact would most likely do better.

I would suggest running Dryad Arbor since you are not immune to sac effects like Sigarda.

I'm also surprised Madcap Skills has not found its way into your list. It seems like it would be very good. Burrowing seems like a good cut if you decide to include Madcap Skills.

If you have access to a Mox Diamond I would definitely run it. I don't run it just because I don't currently own one and it's pretty expensive lol.

freakingShane on The Enabler MTGO

2 months ago

I'm thinking about building a group hug deck around Kynaios and Tiro of Meletis because I really only play super spikey decks and my playgroup sometimes hates me, haha.

Maybe it is my Spike mentality seeping through, but since you have Hive Mind, why not run the Pacts? Pact of the Titan and Summoner's Pact are both group hug if your opponent has the mana for it, and if not then you have an alternative win condition! Pact of Negation is a solid card regardless of Hive Mind, but the combo exists there as well. Intervention Pact is the most "eh" of the possible Pacts, but even still, it does support a group hug strategy with a little lifegain.

This may be far too mean for a proper group hug deck, but I wanted to see what you thought about it!

Snowmen1 on BARREN GLORY ($20 Budget)

2 months ago

landofMordor I made a deck called Blightsteel Boros Infect, it isnt good by any means...was just an idea, but it has a few cards that can help you not accidently kill yourself or lose too much life for the opponent to not kill you in white. Some of these cards include Plunge into Darkness, which has the option for lifegain if you absolutely need it, and Intervention Pact which seems counter-intuitive, but can be used for when your oponent has a big attack or something.

MagicalHacker on Card creation challenge

3 months ago

I'm not sure how you mean it, so I'm gonna take it both ways:


Misrey, Pact Maker

Legendary Creature - Spirit Advisor

~ has flying unless you control an untapped land.

: Search your library or graveyard for a card named Intervention Pact, Pact of Negation, Slaughter Pact, Pact of the Titan, or Summoner's Pact and put it into your hand. If you search your library this way, shuffle it.

You skip your upkeep step.

1/7


Anim the Perceiver

Legendary Enchantment Creature - Illusion Rogue

Skulk

Players play with the top of their libraries and their hands revealed.

At the beginning of each player's upkeep, you may put the top card of that player's library into that player's graveyard. You may U/B (Dimir). If you do, repeat this process.

1/1


Up next, make a sorcery based off of hypnotism.

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