Divine Deflection

Divine Deflection


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.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Avacyn Restored (AVR) Rare

Combos Browse all


Format Legality
Unformat Legal
Casual Legal
Vintage Legal
Limited Legal
Duel Commander Legal
Modern Legal
1v1 Commander Legal
Canadian Highlander Legal
Leviathan Legal
Block Constructed Legal
2019-10-04 Legal
Oathbreaker Legal
Legacy Legal
Commander / EDH Legal
Highlander Legal
Tiny Leaders Legal

Latest Decks as Commander

Divine Deflection Discussion

gavriel1136 on Roon Scaped

6 months 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.

SynergyBuild on Ability challenge

1 year ago

I am bored, so I will take this quite seriously.

For divine, I wanted to take a look at all cards that use the card in their name, and the etymology and its differing definitions.

Defined, it means to come from God, be of God, or be like a God. It can also simply mean excellent, when used as an adjective. I plan to use it as such, as it is an ability.

The etymology I could find shows that it comes from Old French or Latin, as "divus", to "divnus", each time meaning Godlike. Because this matches up with some of the well-used definitions, I plan to make the ability to resemble this definition.

To assure this works in MTG cannon, I looked at all of the cards that have the work "Divine" in the name, and all of them were white cards, excluding 5, with a range of green, colorless, and multicolored within those. All of them used the term 'Diviner' however, meaning someone who uses Divination, which is a soothsaying/'inspired by God' term.

So, I hit a road, I could choose the literal word 'Divine' or a play on a similar word 'Divination'. I would use the card Divination , and most likely make a blue-based mechanic involving card draw if I went the latter route, but if I went the former, I would choose a white mechanic.

I couldn't take the term Divination much further without looking away from the term Divine however, leading me to more occult or other canons like Harry Potter for further details, so I went with coming up with a White mechanic.

The question is, Which white mechanic?. If I didn't feel inspired, I'd probably pick lifegain/damage prevention, as 6 of the 17 white cards with Divine in their name use, however I felt that the cards Divine Arrow , Divine Deflection , Divine Retribution and Divine Verdict showed another, really cool angle on white's color pie, killing those that hurt others, or deflecting.

Sort of a form of protection by smiting, and often I believe an underlooked stance on white's color pie. This is what I wanted to make a mechanic.

Divine Protection - If damage would be dealt to this permanent or player, instead you may prevent that damage and then deal that much damage to a target of your choice. You may not prevent damage this way more than once a turn.

Three total types entities can use the mechanic, the player, planeswalkers, or creatures. The ability can be given until end of turn, by an equipment or aura, or and enchantment. This ability doesn’t stack with lifelink or deathtouch, as you deal the damage, not the original source of damage or permanent that Divine Protection is on.

I believe this is a semi-replacement for Hexproof, Shroud, Indestructible, or any other protection ability, but would specifically be a white mechanic, rarely going outside of it without good means, similar to how Hexproof originally was.

Below are differing examples of cards that could have this mechanic:

Saved by the Gods -


Until end of turn, target creature, planeswalker, or player gains Divine Protection. (If damage would be dealt to this permanent or player, instead you may prevent that damage and then deal that much damage to a target of your choice. You may not prevent damage this way more than once a turn.)

Shield of the Pantheon -

Legendary Artifact - Equipment

Equipped creature gains Divine Protection and has +1/+3 (If damage would be dealt to this permanent or player, instead you may prevent that damage and then deal that much damage to a target of your choice. You may not prevent damage this way more than once a turn.)

Equip legendary creature

Equip creature

Iroas, of Victory -

Legendary Enchantment Creature - God

Divine Protection, Vigilance, Double Strike

As long as you have three or less creatures, Iroas is an enchantment. (It is no longer a creature)

As long as Iroas is a creature, creatures you control have Divine Protection, Vigilance, and Double Strike.


ShreddedByCrows on Firesong and Sunspeaker

2 years ago

lance4224130 It seems a lot better now with those changes. How has it worked out recently?

For Deflecting Palm, you can just switch it with another nice aoe/utility you could tutorize through Sunforger. Here are a bunch of possibilities : Teferi's Protection , Volcanic Fallout, Skred (if you opt for the snow-covered lands), Sulfurous Blast, Magma Jet, etc.

If you want something which ''looks like'' Deflecting Palm, you can always try out Divine Deflection. It's certainly a bit better there because you can, with a lot of mana, prevent the damages from all spells you're gonna cast this turn, and burn everyone. I'm not convinced though. It's pretty much a meh card.

That said, I think you could find a home for Sivvi's Valor in your deck, as you were seeking for ways to protect your commander. The loss of life doesn't really matter considering the absurd amount of lifegain you have.

Tithe is also an incredible card, if you manage to find the place for it.

Honor the Fallen is an interesting graveyard hate card, and it works pretty well with your strategy (lifegain) and the Sunforger.

LiM3D on Can I prevent Damage dealt …

2 years ago
  1. Let's say my Opponent attacks with Primeval Titan and I block with Swans of Bryn Argoll. I then cast Shining Shoal with X=6 targeting the Titan. Can I prevent the damage before my Opponent draws Cards? I say yes, because the source of the Damage is affected by Shining Shoal so it never came to damage that could be prevented.

  2. What if the Titan has double strike? Shining shoal says "the next X damage that a source of your choice would deal". Does this prevent first as well as normal strike damage if X is high enough?

  3. Can Shining Shoal "target" Progenitus with it's first ability, because it doesn't have the word target on it?

  4. Same Szenario as in 1. but I cast Divine Deflection with X=6. Which ability will prevent the damage? Divine Deflection or Swans of Bryn Argoll?

Hyperalgialysis on Mirri, Leader of Tiny

2 years ago

In your colors things like Divine Deflection and Feral Hydra are going to be great. A lot of tiny leaders decks I see dont run many X spells, and since X is 0 can turn an ok draw into an amazing one in the late game. Dont go overboard, but 7-10 spells you can charge up works well. Since you are newer to the format, figured Id share this little gem.

Nevinyrral_Mayor_of_Urborg on The Deckwatch [Home Base]

3 years ago

So I want to make another immortality deck and I was thinking of putting tribal gideon into the mix for Gideon of the Trials. Especially with the new rulings on planeswalkers. My thoughts were putting in the following cards:

Exquisite Archangel Lich's Mirror Platinum Angel Transcendence Platinum Emperion Worship Resolute Archangel Solitary Confinement so its kinda like the lich deck I have but I was thinking about making it mono white with Kytheon, Hero of Akros at the helm to keep the gideon emblem in affect.

Real question is, what should the other 90 cards be? What tactic would you run in mono white to try and become immortal? Or should I splash in and put some combos like Teferi's Protection/Render Silent + Elite Arcanist and Silence/Orim's Chant + Isochron Scepter then shove Teferi, Mage of Zhalfir. Then counterspell for a good amount of the rest.


I could run solider tribal and stop combat damage with Knight-Captain of Eos and Holy Day affects. Then run anthem to boost them. Maybe a token strategy?


Throw damage back into their face kind of cards like Comeuppance/Shining Shoal/Divine Deflection/Deflecting Palm/Reflect Damage and use Stuffy Doll/Spitemare/Coalhauler Swine/Mogg Maniac with Pariah?

Or possibly hate bears? Grand Abolisher/Kataki, War's Wage and so on?

Need some ideas on how to be the best jerk that no one wants to play with lol

wisegreenbean on Aurelia's Legion

3 years ago

Urza's Incubator. I think it'll do more of what you want than Cloud Key. Insurrection is hard to beat as win-cons go. Herald’s Horn is respectable with your 18 angels, and same for Heirloom Blade. Your biggest weakness is card advantage. Might wanna get Alms Collector too, c17 was kind to boros tribals. You might consider wheels. could do worse than Staff of Nin, and Sword of Fire and Ice if you want a second mortgage.

I dislike Divine Deflection, I don't think it's enough to turn the tides when you're in trouble, and you won't always have enough mana to make the difference.

I don't love Oketra's Monument for you, the only real synergy is with your general, and I don't think it deserves a slot...focus on fatties or tokens, but probs not both. Same reason I don't love Hero of Bladehold or Odric, Lunarch Marshal.

Luv from /tg/

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