Heroic Intervention

Heroic Intervention

Instant

Permanents you control gain hexproof and indestructible until end of turn.

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Legality

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

Heroic Intervention occurrence in decks from the last year

Latest Decks as Commander

Heroic Intervention Discussion

heftyschlumpf42 on Ever-Playful

12 hours ago

Upgrades

Beast Whisperer -> The Great Henge

Yavimaya Dryad -> Yavimaya Elder

Nissa, Steward of Elements -> Nissa of Shadowed Boughs

Cut:

Capricopian würde ich wohl kicken

Illusory Ambusher ist mir zu teuer

Vorapede GGG, da gibts für 5cmc sicher schönere, oder?

Propaganda

Maybe

Heroic Intervention

Assassin's Trophy

Uro, Titan of Nature's Wrath

Voracious Hydra

Pollywog und Sea-dasher sind stark genug um sie zu spielen. Carddraw/Filter und Flash sind nicht zu unterschätzen mit Mutate

Doombeard1984 on The First Sliver - A New Challenger Approaches

5 days ago

So on the land count, you drop down to like 38 I would suggest. You have some mana rocks, as well as the ability to turn your slivers into dorks. Will free up a lot of space for some more interaction, something that is kinda lacking I believe. Even if it's just protection type things such as Teferi's Protection or Heroic Intervention. Slivers don't like boardwipes, so this could give you some protection

Goblin_Guide on When gardens attack - with red

1 week ago

Some suggestions:

Depending on how long Kamahl is out, you might consider cards like Heartstone and Illusionist's Bracers.

Also, maybe replace some of your ramp with stuff like Market Festival, Wild Growth, etc. This would not only lower your curve a little and speed up your deck, but you could also get some more mileage out of my other suggestions: enchantresses. Argothian Enchantress, Mesa Enchantress, Eidolon of Blossoms, etc. These would allow you to draw a steady stream of cards.

And finally, some protection would be good so that you don't fuck yourself by getting all your lands killed -- Heroic Intervention, Eerie Interlude, and the like. Or, even better, add in my favorite two cards in white -- Faith's Reward and Second Sunrise.

DemMeowsephs on Shaman Mana Ramp

2 weeks ago

Hey there! I have a few suggestions you might just like!

  • Fauna Shaman: It's a shaman, it's a great tutor, and it's cheap in mana. Seems like it would fit in great!
  • Nykthos, Shrine to Nyx: Fits in great with any mono-colored deck!
  • Strip Mine: Great in any deck, especially in mono-colored ones where you almost always have the colors you need available anyway
  • Ancient Tomb: Could easily be that two mana in your commander's mana cost, and is great EDH staple.
  • Lignify, Song of the Dryads, Kenrith's Transformation: A great form of creature hate in mono-green. This can be horrible on someone's commander especially if they have no means of removing it. The same goes for a combo piece or just any great creature.
  • Heroic Intervention: A great way of protecting your pieces, since it would seriously suck if all the shamans got wiped out
  • Collective Unconscious: Another form of shamanic revelation, both of which are reasons to include Reliquary Tower
  • Triumph of the Hordes: Could be an entire other wincon if you have a bunch of shamans out
  • Wild Growth/Utopia Sprawl: Great ways to ramp in small amounts before you put your commander out
  • Sol Ring: It's not a shaman, but still one of the most powerful cards in edh. Definitely add it.
  • Three Visits/Nature's Lore: Just like the previous two, these are great ways to ramp before you put out shamans, speeding up your game by a ton
  • Jeweled Lotus: I hate that they made this card, but it could basically let you play your commander turn 1. Definitely add it if you have the budget.
  • Extraplanar Lens: Kill a forest, and double THEM ALL. You have a lot of basic forests, and I think this card could work very well for you because of that.
  • Nissa, Who Shakes the World: This one is much more debatable, but the regular ability is great for ramping and the final ability is just wonderful for you because of all of the forests you have.
  • Helix Pinnacle: You have so much ramp and Nissa as previously mentioned would be insane. This guy could be a great win con and act as something to pool all your mana into.
  • Nyxbloom Ancient: All your shamans tap for 6?!?!?! Seems great- especially since you can ramp to put it out and fit with the decks theme.
  • Caged Sun: Great in a mono-colored deck, buffs all the shamans, and gives you more mana. Could be a great option if you like these sort of doubling and tripling cards.
  • Wolf-Skull Shaman: You run a LOT of shamans, and this guy lets you take that fact and benefit it, giving you a ton of tokens over time.
  • Birds of Paradise: A great way of building the ramp base from early on, and works as a great blocker if you need to block something big over time since it has flying.
  • Burgeoning/Exploration: If you keep the amount of lands you have at the moment, using these guys could make you go crazy and have a bunch of lands. In a four player game, Burgeoning could give you 5 mana turn 2.
  • Arcane Signet: Another great way of supporting the mana base early on

I'm afraid that's all I have, just keep in mind, I recommended a lot of stuff that helps you PRE shaman ramp, and if you include too much of that you start drifting away from the shaman theme- don't do that. However just including a few of the better ones might help a ton. And so, good luck on your deck my friend it seems super cool, consider checking out some of my decks, hope this helps, and have a wonderful day. Happy tapping!

multimedia on Joe Land matter/ stompy gruul [need Help]

2 weeks ago

Hey, now that you've changed to these partner Commanders instead of Radha consider replacing cards that were good with Radha with cards that are good with Rocks and good with the Bounce land combo?

Radha is a good attacker, Toggo isn't. Now you lack a good attacker from the Command Zone therefore some cards that help Radha attack or get benefits from attacking could be cut.

Exploration and Quicksmith are draw engines with the Bounce land combo to find a win condition. Statuary turns Rocks into mana rocks for ramp.


Omnath, Ashaya, Quartzwood, Ulvenwald, Rampaging, Moraug, Thunderfoot, Multani is a large package of high CMC creatures. You don't really need any more then these because others aren't going to be as good for the mana cost and you also have 6 CMC Kodama. My advice is cut several 5 CMC or higher creatures for lower CMC support cards.

Crop and Map are one drops that can tutor for a Bounce land for the combo. Excavator has interaction with DFC cards that have a land on the backside since you can play them land face up onto the battlefield from your graveyard. Wildborn, a Bounce land or Multani can then bounce the DFC back to your hand to cast the spell again.

Good luck with your deck.

A55Destroyer69 on general tazri commander in progress

2 weeks ago
some of these cards are control cards, put into an aggro deck. So they may be good in some situations, yes, but in a general circumstance they're more likely to be a hinderance than anything

Wrath of God is an okay boardwipe, but really you don't want to potentially devastate your board AND have to wait a turn to rebuild. Most of the time something cheaper will be better - Pyroclasm if you know you're going to face weenies or RDW or something of the like, or Blasphemous Act for just more general decks. Frankly, Blasphemous Act will potentially be worth a mere most of the time against Krenko or Thalisse even. Plus it hits them as well.

Idyllic Tutor finds you an enchantment, but what enchantment do you need? Again, you're playing an aggro deck so you shouldn't be taking your turn 2 or 3 to set up for later; you should be butting heads with anyone and everyone.

Torment of Hailfire is looking so shady here. It's a mid-lategame card that's meant to be used in tandem with heavy removal and attrition, and you're just chucking it in here as what? some sort of a finisher? Sure, it could be a finisher, but I think it needs to be somewhat built around / synergised with to actually be a viable pickup.

Replace Yarok, the Desecrated with Panharmonicon. cheaper and not colour-reliant. Harder to deal with than just a creature

Rootborn Defenses is to make your stuff indestructible. First off, there's cards that do the same thing for less, and there's even cards that do more for the same price - Make a Stand, Flawless Maneuver, Ready / Willing or even Heroic Intervention. Populate is going to be pretty inconsistent in this deck too, as there's only a small handful of token generators in the deck, so why not swap it out (or remove it, even) for something more efficient

Cinder Glade is a tapland so you might as well replace it with Sheltered Thicket. I think, regardless, switching to Sheltered Thicket will be more beneficial - fetch and eot, on your turn it enters untapped, or it's in your hand and you treat it as you would treat a Barren Moor: cycle if you don't need it, or play if you do.

Jegantha, the Wellspring is 5 mana for a max of 3 mana per turn (estimate). With so few early ramp cards, how do you expect to consistently hit 5 mana on turn 5, 4, even 3? He may be neat, and help you ramp but you need to get him in play first. I just don't think he's worth in this deck. It's a 5-colour deck, but doesn't have a strong mana base. Also an aggro deck, so a 5 mana mana dork will kinda throw off your tempo anyway

Evolving Wilds, Fabled Passage, Terramorphic Expanse, Renegade Map, Burnished Hart, Solemn Simulacrum, Yavimaya Elder, Sakura-Tribe Elder all find little to nothing. Maybe if you add in some more basics, keep Fabled Passage and Solemn Simulacrum but not the others. The reason for these caards is to thin your deck, but thin them from basics, so if you have minimal basics to begin with you're not really consistently thinning (given that the chance of drawing all your basics is exceptionally higher than it would be with, say 10+ basic lands). Fabled Passage and Solemn Simulacrum give, for sure, the highest value so that's why I suggest to keep just them.

Jack-Frost on Omnath Locus of Nava

2 weeks ago

At Nava's request i'm posting suggested changes, additions, cuts, and my thoughts on them. She requested that I not stick to only budget, but keep the max single card value under $30 (I kept it under $20 for the most part and largely even lower than that). As such, here are my thoughts and recommendations.

Recommendations:

Creatures:
Add:
Courser of Kruphix- Ramp, pulls cards off the top of your deck so you are more likely to draw useful cards and just directly drop your lands onto the battlefield
Living Lightning- a useful elemental that allows you to recast your instants/sorceries
Multani, Yavimaya's Avatar- A very powerful card that also allows you to bounce your lands so you can replay them for more effects
Nyxbloom Ancient- Triple mana on an elemental.
Overgrowth Elemental- A useful elemental that pumps your creatures and gains you life.
Ramunap Excavator- Replay your sacrificed and destroyed lands. Fantastic in a lands deck. Omnath feeds on lands, and the more you drop the more cards you can draw and counters you can give out.
Roil Elemental- A fantastic landfall ability that allows you to grab key pieces from your opponents and use them against each other
Seedborn Muse take full advantage of your lands and abilities without worrying about being tapped out
Titania, Protector of Argoth- land recursion, elemental generation.
World Shaper- land recursion
Birds of Paradise- One of the best dorks in the game
Sylvan Caryatid- Fantastic dork

Cut:
Brighthearth Banneret- You are a lands deck. You have more than enough mana and this simply doesn't do enough for you.
Chandra's Embercat- This will be a recurring comment from me. You are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Embodiment of Insight- Too expensive for the effect. Also, personally I don't like turning lands into creatures as it makes them incredibly vulnerable without giving enough benefit.
Embodiment of Spring- Too expensive and not nearly good enough.
Generator Servant- The haste isn't important enough for your creatures as you very rarely have anything massive enough or has a useful enough tap effect that is being cast from your hand to require it. Furthermore, you are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Grove Rumbler- This card is terrible. Four for a 3/3 trample that has an effect that will pump it slightly for one turn. This is awful. It feels like this card was only put in due to it being an elemental.
Lavakin Brawler- Rarely do you ever have enough elementals out for this to be worthwhile. Not that it's terrible, but there are so many better cards that can be put in its place.
Parcelbeast- Doesn't get enough value to justify the slot
Smokebraider- You are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Tireless Tracker- This has nothing to do with your deck and you're better off finding other draw engines
Surrak Dragonclaw- No synergy with the deck and not nearly good enough to justify the high mana cost.

Lands:
Add:
Breeding Pool
Command Tower
Exotic Orchard
Fabled Passage
Field of the Dead
Ghost Town
Glacial Chasm
Hinterland Harbor
Reflecting Pool
Rootbound Crag
Steam Vents
Stomping Ground
Ketria Triome
Bring your land count to 38 or so

Cut:
Coral Atoll- This is terrible. I know you're going for the bounce effect, but this is far worse for several reasons. Firstly, it only gives you blue mana as opposed to multicolored. Secondly, it requires specifically an island to be returned as opposed to any land that you can then take advantage of. And thirdly, it requires the land to be untapped which means that not only does it come in tapped, but it requires an untapped island which means you can't even use that land and then return it for value. This is awful. I don't love the bounce lands either, but I understand what you're going for and their value. This has neither.
Lumbering Falls, Raging Ravine, Wandering Fumarole- These man lands are in here entirely because they can become elementals, but really aren't worth running. They are come in tapped, cannot be fetched, and cost 4 mana to turn into a creature, largely negating any benefit. They're really bad and I highly recommend cutting them for more basics.
Unclaimed Territory- Not really worth the value. It's colorless more often than not and another basic land will give you more value than that more often.

Artifacts:
Add:
Arcane Signet
Chromatic Lantern
Strionic Resonator
Mana Vault- Nava already owns a copy of this in her Nekusar deck, so it can be added here without issue.
Strionic Resonator- Copy all of your ETB triggers, as well as any other triggered abilities. Fantastic

Cut:
Icon of Ancestry- A waste of a slot. Not nearly enough benefit for the important deck slot it takes
Seer's Sundial- There are better ways to draw cards given your access to blue.

Instant:
Add:
Chaos Warp- Removal on your own pieces or an opponents. Bypasses indestructible and often is allowed through without being counterspelled due to the fact that it's usually replacing a piece that people agree is a fair target rather than outright destroying or removing without replacing. A fantastic card overall
Constant Mists- Great protection when you need it, plus it can be bought back if needed. Lands can be recovered through multiple means.
Disallow- A must have for counterspells. It covers all possible basis and is fantastic.
Heroic Intervention- Hexproof and indestructible at instant speed for 2. Amazing.
Krosan Grip- Split second artifact/enchantment destruction. Among the best removal for them there is.
Force of Vigor- Free artifact/enchantment removal with multiple targets.
Swan Song- 1 drop counterspell that hits everything but creatures. A great counterspell to have on hand.

Cut:
Counterspell- There are better cards to replace this with that are still very cheap/budget and are overall better
Growth Spiral- A decent card but we can do better given the range of cards available in commander
Inspiring Call- See Growth Spiral
Return to Nature- There are so many better versions of this for an equal if not lesser cost. Or, for one more there are better cards which I will be recommending.
Struggle / Survive- Too limited, not enough value, not powerful enough.
Tale's End- This is just a bad version of disallow that very rarely gets any value.
Withstand Death- This is a bad version of other similar cards.
Wrap in Vigor- Very rarely do mass destruction effects happen, and when they do the usually say "cannot be regenerated". This seems really good but i've never really seen it get any value and will typically be a dead card most of the time.

Sorcery:
Add:
Genesis Wave- Drop all the permanents (lands included) that you can afford.
Life from the Loam- pull lands from your graveyard and keep your engine going without running out. Omnath feeds on lands, and the more you drop the more cards you can draw and counters you can give out.
Nature's Lore, Three Visits- Pull forests (basic and non-basic that are forests) from your deck. Very helpful at any time.
Scapeshift- Grab all the lands you want, plus trigger your landfall and other such triggers
Splendid Reclamation- Pull all the lands from your graveyard. Nuff said.
Tempt with Discovery- If one person takes it then it's a better Explosive Vegetation. If more then it's an amazing card, but even if no one else does you get to pick your land and in a lands deck you will get more value.
Windfall- Refills your hand, interferes with opponent's plans, dumps lands in graveyard for later use.

Cut:
Ground Assault- very limited and not worth running. There are better cards with similar if not stronger effects available to you
Hull Breach- There are better cards with similar if not stronger effects available to you
Quasiduplicate- no real apparent benefit to this over other cards that can more directly further your end goal.
Sylvan Awakening- I don't recommend turning your lands into creatures, especially enmass. It's just asking for all your lands to be mass removed. Very dangerous and will rarely get the payoff you need. Limited and will be a dead card in hand except in very specific scenarios.

Enchantment:
Add:
Burgeoning- land Acceleration
Trade Routes- Bounce lands for more triggers and value, and in a pinch you can pitch them for more cards. Mana swamped becomes a thing of the past.
Exploration- Land acceleration

Planeswalker:
Cut:
Domri, Anarch of Bolas- It seems like the main reason this is being run is for the +1 ability, which is really not worth running a card like this for. Not enough value.
Nissa, Steward of Elements- Without a large number of counters on her she gets minimal value, and if you do pay enough mana to make her viable there are already better cards you can run for those costs.

Maybe Cut:
Eternal Witness- Unless you find your creatures or important cards dead often, or have a real way to take advantage of the cards in your graveyard, this is unnecessary and doesn't do enough for the deck.
Fertilid- A decent card but i've never found it gets enough value for the cost. it's a minimum of 5 mana for 1 basic land. You need to do this at least 3 or 4 times to really get enough value to be worth running over a land fetch.
Leafkin Druid- This is okay as a dork and an elemental, but I've found with tribal decks that you are better off running other creature and card types that better fuel your deck as a whole and really allow the tribe to shine, rather than forcing the tribe everywhere.
Tectonic Giant- Not good enough.
Animar, Soul of Elements- Unnecessary.
Zendikar Resurgent- Largely unnecessary due to the high number of lands in the deck, but can be kept if you feel it worthwhile
Frontier Bivouac- decent but comes in tapped and cannot be fetched. In a lands deck you will rarely be hurting for colors and the fact that this comes in tapped slows you down.
Simic Growth Chamber, Izzet Boilerworks, Gruul Turf- While I see what you are going for with these, they overall do slow you down and you have enough lands (once you bump up to 38 or so) that you shouldn't have any issue with them. I'd swamp these for basics as you have far more ways to grab those.

Maybe Add:
Mana Breach
Overburden

ToastyLoaf on Infinite Landfall = So Many Win Conditions

3 weeks ago

Thanks so much for yall's suggestions!

I would like to eliminate 5 cards to make room for better win conditions, such as Altar of the Brood or Grinding Station, or cards that protect my commanders long enough to go infinite, Heroic Intervention.

This is my first commander deck and I am still figuring out mechanics. What are the 5-10 least synergistic cards that I currently have in my mainboard?

And if you really want to go above and beyond with helping out, what are some great cards that protect my infinite cycle and some removal cards that protect my life total before I go infinite?

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