Thassa's Intervention

Thassa's Intervention

Instant

Choose one —

  • Look at the top X cards of your library. Put up to two of them into your hand and the rest on the bottom of your library in a random order.
  • Counter target spell unless its controller pays twice .
Browse Alters View at Gatherer

Printings View all

Set Rarity
Theros Beyond Death (THB) Rare

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Pioneer Legal
Commander / EDH Legal
1v1 Commander Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Highlander Legal
Legacy Legal
Casual Legal
Oathbreaker Legal

Thassa's Intervention Discussion

KIRK77 on Noyan Dar, the Sneak Attack

8 hours ago

Definitely gonna steal Thassa's Intervention for my deck. How has Jace's Sanctum preformed for you?

BlueBallsMgee on Jeskai Standard Control

3 weeks ago

Greetings fellow control mage.

I simply want to add onto the suggestions provided by ShiltonCDXX.

At the moment it is currently difficult to build a control deck, Jeskai in this case, without having some of the necessary cards provided to us by War of the Spark. Understandably waiting until rotation is a good reason as adding the "essentials" will only have a limited shelf life. So we'll look into sets Throne of Eldraine forward. These choices may already be obvious already but still.

  • For countermagic I personally enjoy having Thassa's Intervention as additional counterspell that doubles up as card advantage late game so it's never really a dead card. This might be a questionable choice since with what Core Set 2021 has shown us so far, ramp will be something that is going to be a major contender, especially with Uro, Titan of Nature's Wrath staying in this Standard season. But until that has been shown in gameplay it has given me dividends. Also just a personal pet card of mine.

  • For card advantage Omen of the Sea is what you will need to help smooth out your next few draws to give the deck added consistency at instant speed. Also may help considering to run Yorion, Sky Nomad in conjunction with its powerful synergy.

  • Playing control Shark Typhoon has shown to be one of the most powerful and effective cards to have in the deck. Plays as card draw, threat, and a threat engine once the game has gone long.

With your current creature suite it seems you have a more Tempo-oriented list in mind. If so I'd like to suggest Brazen Borrower in place of Realm-Cloaked Giant at 3-4 copies and upping the number of Bonecrusher Giant as well to have more direct damage interaction to the board and face if necessary. Still learning the tempo world myself.

I also have a Jeskai list in my page where I look into new cards to add once the new set (and each set going forward) drops. Feel free to drop by and maybe you can get a few ideas from it.

I hope this helps out in any way and may you continue to expand your mind, asserting your dominance over your opponents.

Bahoola on C0mik

1 month ago

Hello mate!

Im just Gold fishing abit with the Kalamax deck. not 100% satisfied. Feels like the deck needs abit more ramp and some cantrips.

Here's someother cards that im strongly concidering. -Aetherflux Reservoir -Brainstorm -Chandra's Ignition -Chord of Calling -Honor-Worn Shaku -Mission Briefing -Pyroblast -Radical Idea -Reap -Repeated Reverberation -Seedborn Muse -Tale's End -Thassa's Intervention -Whirlwind Denial

and some other just efficent tools 1x Ancient Grudge 1x Blue Sun's Zenith 1x Chemister's Insight 1x Commander's Sphere 1x Condescend 1x Counterspell 1x Cultivate 1x Dig Through Time 1x Fury Storm 1x Gamble 1x Guttersnipe 1x Insidious Will 1x Isochron Scepter 1x Ketria Triome 1x Lavabrink Floodgates 1x Lightning Greaves 1x Mission Briefing 1x Mizzix of the Izmagnus 1x Niblis of Frost 1x Opt 1x Return to Nature 1x Shark Typhoon 1x Simic Ascendancy 1x Smuggler's Copter 1x Spell Pierce 1x Starstorm 1x Stubborn Denial 1x Submerge 1x Supreme Will 1x Swarm Intelligence 1x Swiftfoot Boots 1x Turnabout 1x Whir of Invention 1x Wild Ricochet

plz let me know what changes u think seem right

//Bahoola

multimedia on Eutropia, an Enchanting Tour

2 months ago

Hey, more land auras are good ramp for your deck because they trigger Eutropia and other enchantresses. Utopia Sprawl, Fertile Ground, Overgrowth, Wolfwillow Haven, these could replace land ramp spells.

Hadana's Climb  Flip especially Winged Temple of Orazca which doubles power is good with Eutropia to make her a real threat to kill with Commander damage. Cephalid Constable has a busted combat damage trigger. Pump Constable with Eutropia and give it flying making it easier to do combat damage. As it gets bigger it can bounce more of your opponents permanents.

Incubation Druid (with a counter on it) + Freed from the Real + Shimmering Wings is infinite triggers of Eutropia. Incubation enchanted by Feed can make infinite blue mana and use that infinite mana to infinite cast, ETB and bounce Wings. Whip Silk can also do this except with green mana instead of blue.

Flooded Grove and Hinterland Harbor are Simic dual lands to consider adding.

Cards to consider cutting:

Good luck with your deck.

Shadowater on Kalamaximizing

2 months ago

buzzgsm92 so, originally I had a led breach pack with narset, the wheels and brain freeze, but ultimately, being a control deck, I didn't really want to wheel and refill 3 opponent's hands without narset or breach, so the cards would end up being pretty dead outside of that interaction, and I'm aiming at a mostly non-dead deck. I also didn't like including intuition for the number of slots I'd need to use with it, as mostly I'd like to grab a combo piece, noxious revival and reap, and without either of those pieces, intuition might not be great, but didn't test anything there, I might be completely wrong. About the sinks for inf mana, let me just say that we actually have 20 cards that can "win the game" after infinite mana. We have 2 spells (Expansion / Explosion and Thassa's Intervention) that, if found after infinite mana, will end the game by drawing our deck or finding the right pieces to assemble a draw your deck scenario. We also have plenty of ways to dig our wincons in Brainstorm, Dig Through Time, Frantic Search and Impulse. We can probably use either Noxious Revival and Reap to find a wincon in our graveyard or reuse draw spells. We also have plenty of tutors that can find our outlet spells or Twinning Staff, which can be a wincon after we grab infinite mana most of the time Chord of Calling, Muddle the Mixture, Mystical Tutor, Whir of Invention, Worldly Tutor, Eldritch Evolution, Fabricate, Neoform, Transmute Artifact, Merchant Scroll, Spellseeker and Trophy Mage.

Invisible_Stalkbug on UW Grand Arbiter Stax AKA The Fun Stops Here

3 months ago

Hey dude, couple of recommends & questions, at 2 mana both Arcane Signet and Talisman of Progress are better than Azorius Signet, and also Frozen AEther is another Kismet effect, but blue so it has upsides if you keep on improving the deck.
How good has Thassa's Intervention been for you? I'm interested in trying it but it seems somewhat high mana for only a slightly good effect.
And how often does Castle Vantress get to activate?

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