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Divine Intervention ME3

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

Card

id52380
artistAmy Weber
artistIdsc1160787-e72e-4f89-b361-c6864f7a4e3a
asciiName
attractionLights
availabilitymtgo
boosterTypesdefault
borderColorblack
colorIdentityW
colorIndicator
colorsW
defense
duelDeck
edhrecRank16904
edhrecSaltiness1.97
faceConvertedManaCost
faceFlavorName
faceManaValue
faceName
finishesnonfoil, foil
flavorName
flavorText
frameEffects
frameVersion1997
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil1
hasNonFoil1
isAlternative
isFullArt
isFunny
isGameChanger
isOnlineOnly1
isOversized
isPromo
isRebalanced
isReprint1
isReserved1
isStarter
isStorySpotlight
isTextless
isTimeshifted
keywords
languageEnglish
layoutnormal
leadershipSkills
life
loyalty
manaCost{6}{W}{W}
manaValue8
nameDivine Intervention
number8
originalPrintings
originalReleaseDate
originalTextDivine Intervention enters the battlefield with two intervention counters on it.
At the beginning of your upkeep, remove an intervention counter from Divine Intervention. If there are no intervention counters on it, the game is a draw.
otherFaceIds
power
printingsLEG, ME3
promoTypes
rarityrare
rebalancedPrintings
relatedCards
securityStamp
setCodeME3
side
signature
sourceProducts
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
uuid5da5e526-628b-590f-9d34-cf1cd9c46272
variations
watermark
setNameMasters Edition III

Identifiers

id52380
cardKingdomEtchedId
cardKingdomFoilId
cardKingdomId
cardsphereFoilId
cardsphereId
deckboxId
mcmId
mcmMetaId
mtgArenaId
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Id483b12ba-b26e-5d06-ae6d-883c149a377b
mtgoFoilId33755
mtgoId33754
multiverseId201237
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallIde250897e-a875-4c3c-bfec-4a09143dd587
scryfallIllustrationId24d5623c-8647-41a3-9209-7fa8fc8cd8e8
scryfallOracleId0158a440-6573-4f12-958b-a5f0cf190d5b
tcgplayerEtchedProductId
tcgplayerProductId
uuid5da5e526-628b-590f-9d34-cf1cd9c46272

Legalities

id52380
alchemy
brawl
commanderLegal
duelLegal
future
gladiator
historic
legacyLegal
modern
oathbreakerLegal
oldschool
pauper
paupercommander
pennyLegal
pioneer
predhLegal
premodern
standard
standardbrawl
timeless
uuid5da5e526-628b-590f-9d34-cf1cd9c46272
vintageLegal

Purchase URLs

id52380
cardKingdom
cardKingdomEtched
cardKingdomFoil
cardmarket
tcgplayer
tcgplayerEtched
uuid5da5e526-628b-590f-9d34-cf1cd9c46272

Foreign Data (per language)

No foreign data.

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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