Divine Intervention
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.
- CMC
- 8
- Mana cost
- Color identity
- W
- Rarity
- rare
- Set
- Masters Edition III
- Price
- —
- EDHREC rank
- #17709
Divine Intervention enters with two intervention counters, and when the last one comes off — naturally or via Vampire Hexmage on demand — the game ends in a draw. Eight mana in white-blue is a steep ask, but no other card in Magic offers a hard, on-board guarantee that nobody wins.
Format Analysis
Where it lives, where it can’t
| Format | Verdict |
|---|---|
| commander | legal |
| legacy | legal |
| modern | not legal |
| pioneer | not legal |
| standard | not legal |
| vintage | legal |
| pauper | not legal |
| oathbreaker | legal |
Commander is where Divine Intervention lives — it's legal there and in Legacy, Vintage, and Oathbreaker, but banned or not legal everywhere competitive players actually show up. In Commander specifically, a drawn game eliminates all players, which makes Divine Intervention a political nuclear option: drop it when you're losing and everyone loses. The card rewards decks that can survive to turn eight and either accelerate the counter removal or protect the enchantment long enough for it to fire naturally.
Key Combos
Combo lines featuring this card
Price Context
Current price
unknown tier
Divine Intervention has no current price data available, which typically signals extreme scarcity — it was only printed once and never reprinted, so copies move infrequently and at collector-market prices. If you want one, treat it as a buylist hunt rather than a click-and-order purchase.
Explore
Sources
Updated . Data from Scryfall, EDHREC, and Commander Spellbook.





