Card

Divine Intervention

Mana cost {6}{W}{W}

Enchantment

This enchantment enters with two intervention counters on it. At the beginning of your upkeep, remove an intervention counter from this enchantment. When you remove the last intervention counter from this enchantment, the game is a draw.

No bracket restriction: playable from bracket 1. 3 official rulings.

Commander
Legal
Printing
Rare · LEG · #8
Cheapest printing
€99.34
EDHREC salt
1.79
Color identity
White

Scryfall · EDHREC

Bracket

  • B1 Exhibition — allowed: No restriction at this bracket
  • B2 Core — allowed: No restriction at this bracket
  • B3 Upgraded — allowed: No restriction at this bracket
  • B4 Optimized — allowed: No restriction beyond the banned list
  • B5 cEDH — allowed: No restriction beyond the banned list

Why

  • No Game Changer, mass land denial, extra turn, tutor or two-card combo

How Lotus Vault estimates a bracket

Bracket: Lotus Vault analysis, with Commander Spellbook flags

Combos

No known combos for this card.

Combos: Commander Spellbook

Rulings

  • 2009-10-01 · Wizards of the Coast
    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 · Wizards of the Coast
    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 · Wizards of the Coast
    When Divine Intervention’s third ability resolves, the game ends immediately. The game is a draw, meaning neither player wins and neither player loses.

Rulings: Scryfall · Wizards of the Coast

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