Invoke the Divine

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Core Set 2019 (M19) Common
Dominaria (DOM) Common

Combos Browse all

Invoke the Divine

Instant

Destroy target artifact or enchantment. You gain 4 life.

Price & Acquistion Set Price Alerts

M19

DOM

Ebay

Recent Decks

Invoke the Divine Discussion

amy_rich on Jeskai Approach Control [Standard]

1 week ago

ramuzzini Thanks for the suggestions. I'll plan to fill out the counterspells post-rotation. But I went ahead and added Sorcerous Spyglass to the sideboard.

punkrawkmonkey Great thoughts. Yes, I went with Forsake the Worldly for the cycling option. But I think I'll modify to Invoke the Divine for the lifegain and since it's legal post-rotation.

punkrawkmonkey on Jeskai Approach Control [Standard]

1 week ago

I play this deck without the red splash.

Question for you: What is Forsake the Worldly for? I can't really think of any indestructible enchantments or artifacts that you would need the exile for. Is it for the cycling? Personally I prefer Invoke the Divine for the lifegain.

Ryjo on WB Standart Vampire

1 week ago

I'd say remove Champion of Dusk for Legion's Landing  Flip, and replace Murder with Seal Away, pushing those Murder's to the Side Board. You don't have enough life gain to negate Famished Paladin's drawback and consistently recur Oathsworn Vampire. Bishop's Soldier/Child of Night should replace one of those cards.

Some sideboard cards to consider are: Demystify (to remove enchantments), Settle the Wreckage (a one sided wrath), Divest/Duress (hand disruption), Ixalan's Binding (to get rid of an annoying permanent and prevent it from being played), Cast Down (another efficient kill spell, though with a restriction), Invoke the Divine (to remove enchantments or artifacts), Make a Stand (to prevent getting destroyed by a board wipe), and Vraska's Contempt (to remove almost any creature or planeswalker).

magicsheep on White Deck

2 weeks ago

I would cut down on the lands, as 26 seems a little excessive in monowhite. Invoke the Divine is good enchantment/artifact removal. Rustwing Falcon is a really good flyer and early game attacker. Militia Bugler is a great addition in any monowhite deck, as it gets you the creatures you need. Hieromancer's Cage is also good removal to have around, although I really don't know how much removal you want.

To improve suggestion quality, what's your meta like? Your meta (in case you don't know, if you do know I apologize) is the decks that you are likely to play locally in your environment.

Either way, I think this is a really nice first deck Firesong! Good luck improving the deck, and if you need any further help/suggestions feel free to ask me.

-magicsheep

SpikedEggnog on Azorius Mill (M19 Standard)

3 weeks ago

its coming together but i think there are some changes you can make to refine it a bit further.

here are my suggestions:

1x fumigate ( 4 is way too many) 2x settle the wreckage is good i would cut opt all together, its rather weak. you absolutely need 4 copies of Glimmer 2 essence scatter is fine 4 Disallow is an absolute addition - it counters everything, even activations or planeswalker emblems 1x pull from tomorrow cut kumenas awakening - its too slow and gives the opponent card advantage early game. turn 4 kumenas is just not what you want to be doing facing aggro as its too slow, and against control it gives them cards. champion is great, 4 is must. but you need more blockers for aggro. add 4 copies of Shielded Aether Thief it blocks and triggers mill, plus has flash and combos with Glimmer. seal away is a must have 4 in this deck psychic corrosion is must 4 i would only have 2 copies of patient rebuilding 1x River's Rebuke is a possible addition at least 1x Negate mainboard possibly 1x-2x Cast Out mainboard (it also cycles to trigger mill) Authority of the Consuls possible sideboard possibly Dovin Baan as a cheaper alternative to Teferi Invoke the Divine sideboard

multimedia on WUB Chromium

1 month ago

Hey, nice first deck, you have good card sense, you have the right ideas with Teferi, Chromium, Search, Contempt, Syncopate and Scatter for post rotation Esper control.

Unfortunately, if you're making this deck for post rotation then you need to cut both Irrigated Farmland and Glimmer of Genius they're rotating out. The loss of Farmland will really hurt an Esper or Azorius control manabase. Most likely in Guilds of Ravnica there will be a new Dimir dual land because Dimir is a guild in the set--Azorius or Orzhov are not in the set. Because of this then thinking ahead and playing more black than white is a good direction.

With a new Dimir dual land, but no new Azorius or Orzhov options then white will be best as a splash for only Teferi, Chromium and some sideboard artifact hate such as Invoke the Divine. White can be splashed very much like you're doing here with 4x Fortress, 4x Chapel and 2x Plains. 10 sources of white is enough to only splash some single white cards, but that's it and only single white and only a few.

Walk the Plank is very lackluster especially with Teferi since you want a two drop removal spell that can be cast at instant speed to take advantage of Teferi's ability of untapping two lands. Consider Blink of an Eye? I think it will become a staple removal spell for control post rotation because of it's interaction with Teferi. Most importantly for four mana you can bounce any nonland permanent and draw a card which is very good for control. I see Blink taking Gimmer's spot main deck.

Anticipate or Opt are good cards for control. They're not played in Standard simply because there's no deck space for them, but post rotation they may be needed to help the land situation. Anticipate in my opinion is better than Opt it can search more cards and gives you the option of choosing what card to put into your hand. It's another option to possibly replace Glimmer post rotation. I like the interaction with Anticipate and Teferi because it's only two mana.

Cancel is very lackluster; I presume you're using it as a replacement of Disallow? Disallow is only playable because of the different unique effects it can counter. As a counterspell if it couldn't counter abilities then it wouldn't be playable at three mana. For now I think more Scatter and Negate is better than Cancel. One Cancel is fine as a catch-all counter, but I wouldn't play 4 of them. Hopefully, in Guilds of Ravnica blue gets a new two mana counterspell to better replace Disallow.

Consider this spell base:

  • 3x Anticipate
  • 4x Syncopate
  • 3x Scatter
  • 2x Negate
  • 1x Cancel
  • 4x Blink
  • 2x Cast Down
  • 4x Contempt

Consider 3x Teferi and 2x Chromium? Teferi is more important for control than Chromium. Chromium is the seven mana finisher where as Teferi is the five mana engine that controls the game for you until you cast Chromium. Teferi and Azcanta, the Sunken Ruin are broken together. The interaction is already proven in Standard to be nuts, post rotation it will most likely stay just as powerful or may even be the best option for control.

Good luck with your deck.


KarnaxHestrus on Dino-White

1 month ago

Put Invoke the Divine into sideboard.

magicsheep on Explore Saproling Gift

1 month ago

The idea is great, and I think this deck could become very competitive with a couple of tweaks. Nice deck Lerijie.

The Gate to the Afterlifes, Shalai, Voice of Plenty, and God-Pharoah's Gift are in the sideboard, but the description seems to insinuate that they're supposed to be in the mainboard.

Rishkar's Expertise and Ghalta, Primal Hunger would be interesting additions to the deck. They allow you to draw cards and Ghalta can be used as a finisher.

This deck clearly generates lots of mana and you also probably have lots of lands in hand. Walking Ballista is a great mana sink that can deal damage to your opponent.

You probably want at least one of Invoke the Divine or Naturalize, because they are needed to remove artifacts and enchantments.

If you want more suggestions, or want me to playtest your deck, head over to my wall and leave me a comment.

-magicsheep

Load more