Divine Deflection

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Divine Deflection

Instant

Prevent the next X damage that would be dealt to you and/or permanents you control this turn. If damage is prevented this way, Divine Deflection deals that much damage to target creature or player.

Caran_Lyg on Druids of maskwood

1 year ago

Titanic Brawl, Pit Fight, Path to Exile, Cast Out or any other type of removal is always recommended to decks that can't FTK or can end the game in 6 turns or less. Your opponents will get to play Magic as soon as your done with your turn and will try to disrupt you once they see your strategy while they execute theirs. Another type of cards you can use are Divine Deflection, Heroic Intervention, or anything similar to protect your creatures from destruction based board wipes.

Lanzo493 on Card that Punishes attacking/dealing combat …

1 year ago

Some cards I can think of are Comeuppance and Divine Deflection. Other cards like Sarkhan the Masterless, Circle of Flame and Lightmine Field punish attacking.

DrukenReaps on Cards that redirect damage from …

2 years ago

Didn't see much for , decent amount of though.

Batwing Brume, Comeuppance, Acolyte's Reward, Channel Harm, Divine Deflection, Vengeful Archon, and Refraction Trap.

If you wanted to take this further Pariah or Pariah's Shield on Stuffy Doll is fun. Most Stuffy Doll effects get attached to red but it would redirect damage rather efficiently compared to some of the instants above.

Metroid_Hybrid on Missing Hub (Steal decks)

2 years ago

Um... no.

Aikido is not an aggressive art, rather it works along the lines of redirecting & reversing incoming aggression. In the mtg context this would take the form using things like Divine Deflection , Boros Reckoner , etc. Or, to put it another way, Aikido is basically a Pillow fort covered in deadly traps.

Theft really never factors into the equation.

DemonDragonJ on Why Has Damage Redirection Been …

3 years ago

StopShot, Caerwyn, both Harm's Way and Divine Deflection are great cards, but they prevent only a limited amount of damage, and cannot be reused without additional cards, whereas I would like to see a greater number of effects that prevent all damage from a specific source, and are reusable, such as Martyr's Cause or Aegis of Honor , both of which I feel definitely need reprints.

Caerwyn on Why Has Damage Redirection Been …

3 years ago

There are two problems with damage redirection.

First, it is a tad confusing for new players--you have to remember that redirection keeps the source and damage type. I have often seen new players get confused about this--for example, you can be dealt "combat damage" (and thus implicate any number of triggers) by your own attacking creature if that combat damage is redirected to you. The existence of the intervening redirection card can often trip up players on this front.

Second, there is a very similar effect, from cards like Divine Deflection . However, this changes the source and type of the damage, resulting in a similar effect with a whole host of different implications.

I would guess Wizards wants to focus on either one mechanism or the other, and would be inclined to favor the Divine Deflection path, since it works a bit closer to how new players would expect.

gavriel1136 on Roon Scaped

4 years ago

In-> Out Nephalia Smuggler- Mistmeadow Witch

Biomancer's Familiar-Flickerwisp

Tale's End-Dovin's Veto

Nimble Obstructionist-Mystic Snake

Overwhelmed Apprentice-Avacyn's Pilgrim

Hallowed Moonlight OR Containment Priest-Divine Deflection (For this one, keep in mind it will apply to YOU as well, so if you use the instant, it only lasts for one turn).

REMOVE: Hurricane, Squall Line, Felidar Guardian, Destiny Spinner, Cloudshift, Turn to Mist. PROBABLY REMOVE Midnight Guard and Presence of Gond, Thousand-Year Elixir.

I get why you put the Green X spells in there, but they'll kill you the same time they kill your opponents, which I don't think you want. Midnight Gond is an easy combo but they're dead cards on their own.

The elixir is barely useful, since you barely have any tap abilities to start with. For that reason, consider changing the mana dorks to mana rocks. Flickering a dork only slows them down, while Brago can flicker rocks, meaning they can be used again.

The counterspells I suggested are better for you because you want to make sure your opponents ETB abilities don't trigger when you flicker them. Once a creature is actually on the field, Roon can handle them.

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