Divine Intervention MTG Card


Card setsReleased in 2 setsSee all
Mana cost
Converted mana cost8
RarityRare
TypeEnchantment

Key Takeaways

  1. Strategic advantage by offering alternative paths to victory or drawing the game.
  2. Indirectly preserves resources by potentially stalling a losing game.
  3. Demands careful deck construction due to specific mana requirements.

Text of card

Put two counters on this card. Remove a counter during your upkeep. When you remove the last counter from Divine Intervention, the game is over and considered a draw.


Card Pros

Card Advantage: Divine Intervention is a unique card that doesn’t simply provide direct card advantage in the traditional sense. Instead, it offers a strategic edge by presenting a different path to victory or stalemate that can disrupt an opponent’s winning strategy, compelling them to find an answer quickly or adjust their gameplay significantly.

Resource Acceleration: While this enchantment doesn’t directly accelerate resources, it serves as a potential game-ender that can conserve your resources over time. By halting a game in its tracks under specific conditions, it can prevent the need for further investment of cards and mana into a potentially losing battle, thereby indirectly preserving your available assets for the next game.

Instant Speed: Divine Intervention operates at a slower pace as an enchantment, but the payoff is in its ability to fundamentally alter the game’s outcome. Its impact on the board state can be immediate, influencing how both players approach their strategies henceforth. Although it’s not an instant, the looming threat it presents once on the battlefield can have a similar deterrent effect as a powerful instant-speed interaction, which can be just as valuable in the right setting.


Card Cons

Discard Requirement: One of the drawbacks of Divine Intervention is that it requires the player to set aside important cards in hand. This can be burdensome, especially when key strategies rely on maintaining a full grip of options.

Specific Mana Cost: Deck construction becomes more complex when considering Divine Intervention’s rigid mana cost. Needing two white mana means it can be restrictive, often necessitating a commitment to heavy white mana bases or dual color strategies to be cast consistently.

Comparatively High Mana Cost: With an eight mana investment needed to activate, its usefulness competes with other late-game plays. Players might find this cost prohibitive and opt for other impactful cards that can be played sooner and affect the board state more immediately.


Reasons to Include Divine Intervention in Your Collection

Versatility: Divine Intervention is a unique enchantment that offers a different win condition, by ending the game in a draw. This can be an excellent addition to decks that aim to control the board and prolong gameplay.

Combo Potential: The card has synergy with effects that manipulate counters, allowing savvy players to accelerate the “draw the game” trigger. It creates interesting opportunities in deck-building, especially for those who appreciate unconventional approaches to victory.

Meta-Relevance: In a metagame where prolonged games and alternate win conditions are viable, Divine Intervention could disrupt opponent strategies that are not prepared for such an outcome. It’s a noteworthy choice for players looking to add a surprise factor to their matches.


How to Beat

Divine Intervention is a unique enchantment in Magic: The Gathering, standing out with its game-ending ability. Unlike other cards that might shift the momentum, Divine Intervention ends the match in a draw. This is an unprecedented effect since most cards are designed to push towards a win rather than a stalemate. To counter this card effectively, players need to focus on strategies that can either remove enchantments or counter spells before they resolve.

Turning to removal spells such as Disenchant or Back to Nature can efficiently handle Divine Intervention after it hits the board. For a more preemptive approach, countermagic like Counterspell or Negate offers a direct way to prevent Divine Intervention from ever taking effect. Since the card requires several turns to activate, quick and aggressive strategies also serve as a natural counter by aiming to win the game outright before its trigger occurs.

In summary, countering Divine Intervention involves a combination of fast-paced play, enchantment removal, and smart use of counter measures. Navigating around this card is challenging, but with the right approach, players can mitigate its impact and maintain their path to victory.


Cards like Divine Intervention

Divine Intervention is a unique piece in the pool of enchantments within Magic: The Gathering. It shares similarities with other cards that manipulate game endings such as Azor’s Elocutors, which also brings the game to an alternative conclusion through a win condition based on filibuster counters. However, Divine Intervention distinctively ends the game in a draw rather than declaring a winner, bringing an unexpected twist to the typical game objectives.

Looking at other cards, we might consider Lich’s Mirror, an artifact that also changes the expected course of defeat. Instead of the game ending, it shuffles back into the player’s library, essentially restarting their game. While it doesn’t force a draw, the disruption to the standard flow of victory and defeat aligns closely with Divine Intervention’s philosophy of twisting fates. Then there is Chance Encounter, an enchantment that introduces a victory mechanic dependent on luck and the accumulation of chance counters.

In essence, Divine Intervention stands out as an intriguing game-altering enchantment, challenging the traditional win-loss paradigm and offering a whimsical path to stalemate. Its comparison with these cards highlights the diversity and creative depth inherent in Magic: The Gathering’s card design.

Azor's Elocutors - MTG Card versions
Lich's Mirror - MTG Card versions
Chance Encounter - MTG Card versions
Azor's Elocutors - MTG Card versions
Lich's Mirror - MTG Card versions
Chance Encounter - MTG Card versions

Cards similar to Divine Intervention by color, type and mana cost

Overwhelming Splendor - MTG Card versions
Legion Loyalty - MTG Card versions
Overwhelming Splendor - MTG Card versions
Legion Loyalty - MTG Card versions

Where to buy

If you're looking to purchase Divine Intervention MTG card by a specific set like Legends and Masters Edition III, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Divine Intervention and other MTG cards:

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Printings

The Divine Intervention Magic the Gathering card was released in 2 different sets between 1994-06-01 and 2009-09-07. Illustrated by Amy Weber.

#ReleasedNameCodeSymbolNumberFrameLayoutBorderArtist
11994-06-01LegendsLEG 81993NormalBlackAmy Weber
22009-09-07Masters Edition IIIME3 81997NormalBlackAmy Weber

Legalities

Magic the Gathering formats where Divine Intervention has restrictions

FormatLegality
OldschoolLegal
CommanderLegal
LegacyLegal
OathbreakerLegal
VintageLegal
DuelLegal
PredhLegal
PennyLegal

Rules and information

The reference guide for Magic: The Gathering Divine Intervention card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

Date Text
2009-10-01 Divine Intervention’s third ability triggers only if its controller removes the last intervention counter from it. It doesn’t matter how that happens. For example, if you control Divine Intervention and the last intervention counter is removed as a result of a Clockspinning you control, the ability will trigger. On the other hand, if the last intervention counter is removed as a result of a Clockspinning another player controls, the ability won’t trigger (and won’t ever be able to).
2009-10-01 In a multiplayer game played with the limited range of influence option, Divine Intervention won’t necessarily end the entire game when its third ability resolves. All players within range of Divine Intervention will leave the game. They’ll neither win nor lose; as far as they’re concerned, the result of the game is a draw. All other players will continue playing.
2009-10-01 When Divine Intervention’s third ability resolves, the game ends immediately. The game is a draw, meaning neither player wins and neither player loses.

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