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Pojo's Magic The Gathering Card of the Day

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Intervention Pact
Future Sight

Reviewed May 01, 2007

Constructed: 2.57
Casual: 2.85
Limited: 2.71

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

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Intervention Pact - Tuesday

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.

Constructed: 3.5
Casual: 3
Limited: 4


Intervention Pact
It's 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.
Constructed- 2
Casual- 3
Limited- 3
David Fanany Intervention Pact

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: 2/5
Casual: 2/5
Limited: 2/5

Intervention Pact

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 right now.

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 security.

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 Judge Unworthy.

Constructed: 1.5
Casual: 3
Limited: 2
The Missing Linc Intervention Pact

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.

Constructed: 4
Casual: 4
Limited: 3
Intervention pact:

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.

Constructed: 3/5 (Decent sideboard card, if nothing else)
Casual: 3/5
Limited: 3/5
PsychoAnime Although the 0 casting cost for this mana might save you in some tight
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 opponent.

Constructed: 1.5/5
Casual: 1.5/5
Limited: 2/5

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