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Rules guide · Instant

Divine ResilienceHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Foundations· November 15, 2024
Carte Magic Divine Resilience

Divine Resilience 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.

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Official card text

Kicker {2}{W} (You may pay an additional {2}{W} as you cast this spell.) Target creature you control gains indestructible until end of turn. If this spell was kicked, instead any number of target creatures you control gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)

Complete guide

Protecting your board state is vital in any game of Magic: The Gathering, and Divine Resilience offers a flexible way to shield your creatures from harm. This white instant can save a single key threat or, when kicked, provide a broad shield for your entire army against destruction. Understanding when and how to pay the kicker cost is the secret to mastering this defensive tool.

What it Does

Divine Resilience provides the indestructible keyword to your creatures. A creature with indestructible cannot be destroyed by damage or by effects that specifically use the word "destroy," such as most board wipes or targeted removal spells. The spell has two modes based on whether you pay the kicker cost: the standard mode targets one creature you control, while the kicked mode allows you to target any number of creatures you control.

How it Resolves Step by Step

First, as you cast the spell, you decide whether to pay the kicker cost of {2}{W}. Next, you choose your target or targets; if you didn't kick it, pick one creature you control, but if you did, you can select any number of them. Upon resolution, the chosen creatures gain indestructible until the end of the current turn. Note that even if the spell is kicked, the mana value remains 1, though the total cost paid will be higher.

Common Mistakes

A frequent misconception is that indestructible protects against all forms of removal. Indestructible only prevents destruction; it does not stop a creature from being exiled, returned to the hand, or having its toughness reduced to zero or less. Additionally, you must choose all targets for a kicked Divine Resilience at the time of casting; you cannot add more targets later once the spell is already on the stack.

When to Play It

Use the unkicked version to cheaply counter a targeted kill spell like a 'Destroy target creature' effect. Save the kicked version for moments when an opponent plays a 'Destroy all creatures' effect. Because it is an instant, you should wait until the last possible moment—usually in response to your opponent's spell—to cast it, ensuring you don't waste your mana or the protection effect.

Interaction examples

Survival Against Removal

If an opponent casts Swords to Plowshares targeting your creature, Divine Resilience will not save it. Because Swords to Plowshares exiles the creature rather than destroying it, the indestructible keyword granted by Divine Resilience has no effect on the outcome.

Indestructible vs. Exile

Similar to other exile effects, if you respond to Path to Exile by casting Divine Resilience, your creature will still be exiled. Indestructible only stops 'destroy' effects and lethal damage. The creature will leave the battlefield, and you will still search for a basic land.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Divine Resilience

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If a spell's kicker cost was paid, the spell is "kicked."

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    The kicker ability doesn't let you pay a kicker cost more than once.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.

    No other card is named in this ruling.

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Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemydueltlr
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