Sune's 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
Choose one or more — • Create two 2/2 white Knight creature tokens. • Seek a nonland permanent card with mana value 3 or less. • Destroy target artifact. • Destroy target enchantment. • Target player gains 3 life.
Complete guide
Sune's Intervention is a versatile white instant from Alchemy that offers a wide array of utility for any situation. Whether you need to stabilize the board, find a specific tool, or remove a threat, this spell provides multiple modes to suit your needs. Because it allows you to choose one or more modes, it functions as a powerful Swiss Army knife for control and midrange decks.
Choosing Modes and Targeting
When you cast Sune's Intervention, you must choose one or more of its five modes. You cannot choose the same mode twice. If you choose modes that require targets (destroying an artifact, destroying an enchantment, or gaining life), you must choose legal targets for those modes as you cast the spell. If every target chosen for the spell becomes illegal before it resolves, the entire spell will fail to resolve and none of its effects will happen.
Resolving the Intervention
The spell resolves in the order the modes are printed on the card. First, you create two 2/2 Knight tokens. Next, you Seek a nonland permanent card with mana value 3 or less—this means the game randomly pulls a matching card from your library and puts it into your hand without you having to search or shuffle. After that, you destroy the targeted artifact, then the targeted enchantment. Finally, the chosen player gains 3 life. Even if one part of the spell cannot happen (for example, if there is no enchantment to destroy), the other chosen modes will still resolve as long as at least one target remains legal.
Strategic Timing
As an instant, Sune's Intervention is best used at the end of an opponent's turn or during combat. Since it can create blockers and destroy equipment or problematic enchantments simultaneously, it can completely swing the momentum of a game. Remember that the 'Seek' mechanic is digital-only; it ensures you get a playable low-cost permanent without the randomness of a standard draw.
Interaction examples
If you cast Sune's Intervention choosing all five modes, you will create two Knights, pull a small permanent from your deck to your hand, destroy one artifact and one enchantment on the battlefield, and gain 3 life, all for six mana.
If you cast Sune's Intervention targeting an opponent's artifact, that opponent could cast Not of This World to counter your spell. Because Sune's Intervention is a spell targeting a permanent they control, the counterspell is legal and would prevent all modes of the Intervention from happening, including the token creation and Seeking.
If you cast Perch Protection and gift an extra turn, you gain protection from everything until your next turn. If you then cast Sune's Intervention on yourself to gain 3 life, the life gain will fail because Perch Protection states your life total cannot change. However, you would still create the Knight tokens and Seek a card if those modes were also chosen.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Sune's Intervention
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Legal formats
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with Sune's Intervention
No archived Top 8 deck with this card yet.



Not of This World
Perch Protection