Heroic Intervention

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Format Legality
1v1 Commander Legal
Alchemy 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

Heroic Intervention


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

Votecat on Sliver Commander v. 1.4

1 month ago

You are correct in that you must target an artifact or enchantment even if yours are the only ones in play. In practice I’ve found that I can almost always remove it through targeted removal or a sacrifice outlet such as Basal Sliver or Ashnod's Altar both of which are combo pieces that you’d be searching for anyways. Overall the value in synergy offsets the drawbacks, at least for me. Have you thought about using Ruinous Ultimatum rather than Terminus? Some targeted removal such as Swords to Plowshares and protection such as Heroic Intervention or Teferi's Protection would probably be good

Profet93 on Her Royal Fluffness

1 month ago

Thank you for taking the time to respond to my comment in detail, I know it wasn't easy. You make fair points, you might want to mention budget(ish) in the description so others know how to suggest cards accordingly.

Any weaknesses you feel the deck has?

While I disagree with you decision to keep Primal Order, I respect your decision to keep it. Given you are okay with hurting then via nonbasics, are you into non-basic land hate in the form of Wave of Vitriol or does it go against the spirit of the commander/playgroup and is too expensive? A different card to consider might be Hall of Gemstone. Neither are serious suggestions, just wanted to pick your brain.

Skullclamp - Draw on dorks, deterrant to creature removal. Although you said you don't need much draw so perhaps I'm being a bit overzealous.

Heroic Intervention - Additional form of versatile protection

Max_Hammer on

1 month ago

That's true, you do probably need some protection. Thankfully, green loves hexproof. Also, you're 100% right about Neverwinter but it's still not a terrible deal.

chivalruse on March of the Tokens

3 months ago

How do your tokens get indestructible? You aren't running Teferi's Protection, Heroic Intervention, Flawless Maneuver, Unbreakable Formation, Your Temple is Under Attack. I recommend adding Guardian of Faith to protect against exile effects like Farewell. Grand Crescendo is also a neat new card that begs to be in this deck.

legendofa on

3 months ago

Welcome to the club, JHM921!

For this deck, I see a focus on getting Sarevok, Deathbringer as big as possible, but I also see some bits and pieces that I think can be switched out. Cards like Butcher of Malakir and Grave Betrayal would work better in a more graveyard-focused deck than what I think this deck wants to be. There's some ramp and mana modification, with Nature's Lore, Sakura-Tribe Elder, and similar cards, but I think some more early cards like Elves of Deep Shadow, Golgari Signet, and Elvish Mystic would help accelerate early game into mid game.

Virus Beetle, Ravenous Rats, and Festering Mummy are all kind of underwhelming in this deck. If you want to force discard, you either want to affect every opponent or choose the discard yourself, and Festering Mummy just has too small of an effect that the deck doesn't really have ways to capitalize on. I recommend adding some more targeted permanent destruction. Depending on how much money you're willing to spend, Nature's Claim, Maelstrom Pulse, Abrupt Decay, and Assassin's Trophy are all viable.

Since your commander is a big part of your win condition, you need to be able to protect it. Regenerate effects like Golgari Charm or Wrap in Vigor, indestructibility from Tamiyo's Safekeeping or Heroic Intervention, or simple unkillable-ness from Supernatural Stamina or Undying Malice will help keep Sarevok fresh and deathbringing.

Look through your deck, and for each card, ask yourself, "Why is this card in here? Does it advance my win condition? Does it remove an opponent's specific threat or problem? Does it protect my board?" If the answer to any of these is no, then it can probably be replaced with something more directed to this particular deck.

For some more specific suggestions, I assume Cloak of the Bat is to make Sarevok harder to block. I would switch that for something like Whispersilk Cloak. You don't have a solid Vampire base for Indulgent Aristocrat, and the Vampires you do have don't contribute much to your winning strategy, so I would save the Vampires for another deck.

I think if you tighten up the focus, this deck will become very solid. Happy brewing, and above all, have fun!

IHATENAMES on Golgari Skullrush (Skullbriar Commander Deck)

3 months ago

Skullbriar is the commander so you can have it relocate to your command zone should he die/be exile/return to hand. The only place that makes his counters dissapear is hand and library.

Dragonscale Boon instant 2 +1counters untap. Can create suprise blocker. Evolution Sage land etb proliferate which is choose any number of things add an additional counter of whatever they have.

Smell Fear new removal option.

Reyhan, Last of the Abzan highly suggest this. Turns anything into a threat with your commander dying.

Solidarity of Heroes double counters for a potential Instant speed kill out of no where.

Biogenic Upgrade double counters after adding 3.

Branching Evolution counters doubler

Heroic Intervention protection

Fight Rigging free spell + counter per turn.

Hydra's Growth double counters

Primordial Hydra 2ndary threat if left alone. Synergies well.

Realizing now I didn't suggest any evasion. Some sort of evasion could go a long way. Trailblazer's Boots is the best example. Can't be blocked if your opponent has a nonbasic land. Essentially unblockable every time.

Evil idea

Tainted Strike infect kill someone. Can target opponents creatures too to surprise both and kill someone.

Glistening Oil infect.

Phyresis infect.

Profet93 on The Ur-Dragon, quest for 100%

3 months ago

Shivan Devastator seems like your weakest card, and more than 1/rd of your deck are creatures. I would swap it for either ramp, draw or utility. Heroic Intervention or Teferi's Protection are usually great cards for protecting your boardstate.

I would also potentially remove Draconic Muralists as you dont have a sac outlet and hes a bit slow. Would rather just get a Worldly Tutor at that point or an Eladamri's Call prefferably. Call allows you to get any creature, instant speed for 2 mana cheaper. While the casting requirement is more difficult, I feel if your mana base is good, you should have little to no problem.

Imp's Mischief is a nice utility spell that redirects targetted removal, extra turns, draw, counter spells, etc....

Greater Good - Sac outlet to prevent theft, exile (think patriach's bidding/other mass reanimation spell), maintain gas.

Although I think this deck needs 1 more land rather than any of these, but thats just my preference, being green urborg - Yavimaya

legendofa on Commander Help

3 months ago

Black and green have ways to keep their creatures active, from something like Abnormal Endurance to Golgari Charm to Heroic Intervention on the spell side, and cards like Asceticism or Horror of Horrors on the permanent side. Hexproof, regenerate, and indestructible are all ways to keep your commander around, and specializes in surviving anything.

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