This is interesting. It's no cost at all to
prevent any damage and gain it in life. However,
there is the potential draw back of losing the
game. This isn't a big deal unless you are
playing up against land destruction of some
type. I'd expect this card to see a decent
amount of play.
Reverse Damage that you pay for next turn!
Reverse Damage is a nice effect, but the
reason it doesn't get played is that you
have to leave 1WW open. You don't need to
leave anything open for this, so it is
better than Reverse Damage. Yes, you pay on
your next upkeep or you lose, but usually
you won't mind paying as long as you've got
3 lands. An untimely Bust or Wildfire could
cause serious problems, but other than that
it seems like a nice trick.
Intervention Pact is basically Reverse Damage,
but for free (at least the turn you play it).
Anything that lets you play it without paying
mana is worth a second look, but since Reverse
Damage isn't really played, I don't know if
Intervention Pact has enough going for it.
Control decks could use it as a free
one-creature Holy Day against aggro decks (it
can prevent the damage from a post-Wrath Giant
Solifuge), but it also ties down your mana for
the next turn. In limited play Intervention Pact
might save you from an alpha strike and let you
swing back for the win, but the better use is to
mess up your opponent's clock and buy time to
find an answer. Even so, that won't happen often
enough to make Intervention Pact worth including
all the time if you have it.
Constructed: Reverse Damage has never really
been good enough to play in the constructed
environment, so will a semi-free version of the
same spell get any more attention? I think not.
Reverse Damage and effects like it suffer from
the same failings. The first being that it does
nothing to actively win you the game, just gains
you life and does keep you in the game yes, but
doesn’t do anything to your opponent other than
trade card for card with theirs. The other
problem being that out of the things you’d want
to reverse right now, one of them is
unpreventable when Hellbent, and the other is
Split second which means you can’t cast it
anyway. I really doubt this will find a home
Casual/Multi: Splashy big damage spells are
flying around a bit more at this level of play,
with the big bad Demonfire being replaced with
the most cost efficient Disintegrates or
Fireballs, meaning that you might actually get
some use out of the card. And the free cast
aspect of it will definitely give you a surprise
factor that can turn the tide in your favor if a
player tries to make that alpha strike to take
you down and leaves themselves vulnerable. The 3
mana cost isn’t a lot to ask to get that kind of
Limited: Thankfully land destruction isn’t as
prevalent in limited or this would lose point
almost instantly just for the risk of not being
able to pay on your upkeep. It’s not a splash
type card as you want to ensure that you have
the mana to not lose, nor is it the bomb rare
that pretty much wins you the game if it’s cast.
It’s just a mediocre combat trick/damage
preventer that isn’t even really going to buy
you a turn just b/c you’ll have to pay for it on
your next upkeep leaving you less mana to get
yourself out of the jam you’re probably still
in. If you want white limited tricks stick with
I think this may be the second best Pact out
there next to the blue one. This is a very
useful sideboard card at the very least.
However, maindecking at least 1 of these is not
a bad idea. Going to kill me with a demonfire,
going to kill me with tendrils, going to kill me
with just about any direct damage combo...sorry,
I will just take the life. 3 mana is not a high
price to play for that! You won't put a lot of
these in your deck but between deck and
sideboard, I would count on seeing 3 in many
white decks to come.
This is a neat limited trick, if nothing else. I
don't really see it being all that great in many
formats, though. I prefered the card that didn't
quite make it: Armageddon pact. It was actually
decided to be too powerful by testing. Oh well.
Although the 0
casting cost for this mana might save you in
scenarios, I'd rather play a Holy Day for 1 mana
more so that I can save myself
while having more mana next turn to hopefully
turn the situation around. But
let's say I'm preventing burn damage instead.
There's Demonfire, oh shoot,
that doesn't work, does it?
The same thing goes for casual as well.
In limited, this could be picked considering
you've got nothing else, but it
won't be an early pick as it dosen't kill your
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