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
{6}{W}{W}
Color identity
W
Rarity
rare
Set
Masters Edition III
Price
EDHREC rank
#17709
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Divine Intervention card art
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

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

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.

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Updated . Data from Scryfall, EDHREC, and Commander Spellbook.