Heliod's Intervention

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Legality

Format Legality
1v1 Commander 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
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Heliod's Intervention

Instant

Choose one —

  • Destroy X target artifacts and/or enchantments.
  • Target player gains twice X life.

DemonDragonJ on How Are Green and White’s …

2 weeks ago

Three colors in this game can gain players life: black, white, and green, and the methods by which they gain players life are different; black gains life either when other players lose life or when creatures die, white has unconditional life gain, but green is less clear about that. It does seem that green can gain life unconditionally, but I feel that green’s life gain should feel distinct from white’s life gain, so that the two colors do not feel too similar to each other.

Other users here have previously stated that there is no significant different between how white and green gain life, but, given that each color draws cards in a different manner, I feel that each color should gain life differently, as well. I previously stated that I feel that green’s lifegain should be reliant upon creatures, just as is green’s car drawing, but, if that is not the determining factor, then I feel that green’s life gain should not be as powerful or as mana-efficient as white’s; for example, compare Stream of Life to Heliod's Intervention or how cards such as Celestial Mantle or Boon Reflection can exist in white, but not in green.

What does everyone else say about this? How are green and white different in how they gain life?

Also, as a side note, green’s card drawing/card advantage used to be reliant upon lands as well as creatures (such as with Nissa, Voice of Zendikar), but WotC decided at one point that green would use only creatures for card advantage, so does anyone know why WotC changed their minds on that subject?

RiotRunner789 on Lands vs Enchantments

3 weeks ago

Any commander with green and white could do with green being more important for mass enchantment removal.

Cards to consider: Aura of Silence, Bane of Progress, Aura Shards, Aura Mutation, Allay, Aura Blast, Farewell, Austere Command, Back to Nature, Calming Verse, Cleansing Nova, Heliod's Intervention and Cleanfall.

If course the best enchantment removal is Disenchant.

Skydra2 on Rune-Tail, and his Immortal Army *C*

3 months ago

Personally I find the scalability of Heliod's Intervention to be preferred to the exile effect of Return to Dust. But if you expect to run into a lot of indestructible artifacts, you can swap out aonother card like Faith's Fetters and run both

chivalruse on Ohabi, Kiss My Arsenal

3 months ago

I don't understand all of the equipment choices, but Arc Spitter seems really bad. If you want to make your creatures hard to block, there are far better ways: Cliffhaven Kitesail and Maul of the Skyclaves are two cards that immediately come to mind.

Also if you're already doing tap/untap shenanigans, why not run the Pili-Pala + Careful Cultivation combo. You already have some infinite mana outlets like Walking Ballista.

I don't like Bane of Progress in this list when you have so many key pieces that you don't want to destroy. Better just playing Heliod's Intervention.

DemonDragonJ on Reap what is Sown

3 months ago

I have replaced Heliod's Intervention with Cathar Commando, which reduced this deck's average converted mana cost from 4.06 to 4.00, which seems to be a rather extreme decrease, but I shall welcome it. While the intervention is a great card, the creature is far more useful in a deck that focuses on reanimating creatures, and gaining life is only a small part of this deck's overall strategy.

Epicurus on Licia Sanguine Tribal

4 months ago

You already have a gigantic maybe board. Let me add a couple more things to it.

Authority of the Consuls slows down your opponents, and adds to your lifegain theme.

Peach Garden Oath, but only if you regularly find yourself accruing a large amount of commander tax. In most cases, it'll make Licia really easy to recast, no matter how much tax you have to pay.

Aetherflux Reservoir should be in every deck that gains a lot of life, if only as a wincon when you're down to one opponent.

Heliod's Intervention in my opinion is just a very good card regardless, but works very well with what you have going here.

Well of Lost Dreams should be in every deck that regularly gains life.

Any other suggestions I might have would detract from thematic elements of the deck, so I'll keep them to myself. Though I might add that Suture Priest, while not being a vampire, certainly feels like he'd hang out with these guys. And Vedalken Orrery might help, since you aren't running very many instants.

That's all I got. Cheers!

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