Divine Intervention is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
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.
How it works : Divine Intervention
Original English text — Wizards of the Coast / Scryfall
- #1· 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.
No other card is named in this ruling.
- #2· 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).
No other card is named in this ruling.
- #3· 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.
No other card is named in this ruling.
Interactions with other cards
These cards' text mentions Divine Intervention.
Legal formats
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Meta decks with Divine Intervention
No archived Top 8 deck with this card yet.





