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Divine Intervention LEG

Other printings of "Divine Intervention": LEG #8 ME3 #8

Card

id45939
artistAmy Weber
artistIdsc1160787-e72e-4f89-b361-c6864f7a4e3a
asciiName
attractionLights
availabilitypaper
boosterTypesdefault
borderColorblack
colorIdentityW
colorIndicator
colorsW
defense
duelDeck
edhrecRank16904
edhrecSaltiness1.97
faceConvertedManaCost
faceFlavorName
faceManaValue
faceName
finishesnonfoil
flavorName
flavorText
frameEffects
frameVersion1993
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil0
hasNonFoil1
isAlternative
isFullArt
isFunny
isGameChanger
isOnlineOnly
isOversized
isPromo
isRebalanced
isReprint
isReserved1
isStarter
isStorySpotlight
isTextless
isTimeshifted
keywords
languageEnglish
layoutnormal
leadershipSkills
life
loyalty
manaCost{6}{W}{W}
manaValue8
nameDivine Intervention
number8
originalPrintings
originalReleaseDate
originalTextPut 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.
otherFaceIds
power
printingsLEG, ME3
promoTypes
rarityrare
rebalancedPrintings
relatedCards
securityStamp
setCodeLEG
side
signature
sourceProducts{'nonfoil': ['328d2387-fa34-57b6-a641-149194c06f54', '6aa4768e-41bd-5fe1-bec1-a73d955e813f', 'd1dd4fe5-896a-5347-835e-a62367233c66']}
subsets
subtypes
supertypes
textThis 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.
toughness
typeEnchantment
typesEnchantment
uuid81e98212-6726-50e8-9d35-95321e19e32d
variations
watermark
setNameLegends

Identifiers

id45939
cardKingdomEtchedId
cardKingdomFoilId
cardKingdomId21064
cardsphereFoilId
cardsphereId23979
deckboxId5192
mcmId7151
mcmMetaId1534
mtgArenaId
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Id08185559-1c57-5e41-b3a1-64ff3aeb3363
mtgoFoilId
mtgoId
multiverseId1606
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallId9eae0ba1-1383-4505-b4e7-4f17dd8f20c5
scryfallIllustrationId24d5623c-8647-41a3-9209-7fa8fc8cd8e8
scryfallOracleId0158a440-6573-4f12-958b-a5f0cf190d5b
tcgplayerEtchedProductId
tcgplayerProductId3844
uuid81e98212-6726-50e8-9d35-95321e19e32d

Legalities

id45939
alchemy
brawl
commanderLegal
duelLegal
future
gladiator
historic
legacyLegal
modern
oathbreakerLegal
oldschoolLegal
pauper
paupercommander
pennyLegal
pioneer
predhLegal
premodern
standard
standardbrawl
timeless
uuid81e98212-6726-50e8-9d35-95321e19e32d
vintageLegal

Purchase URLs

id45939
cardKingdomhttps://mtgjson.com/links/001de61398d4c5ca
cardKingdomEtched
cardKingdomFoil
cardmarkethttps://mtgjson.com/links/7a207d4272123bc4
tcgplayerhttps://mtgjson.com/links/0d94d929c1c6af6c
tcgplayerEtched
uuid81e98212-6726-50e8-9d35-95321e19e32d

Foreign Data (per language)

languagenamefaceNameflavorTexttypetextmultiverseId
ItalianIntervento Divino

Rulings

datetext
2009-10-01Divine 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).
2009-10-01In 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.
2009-10-01When 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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