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Pojo's Magic The Gathering Card of the Day
Daily Since November 2001!

Divine Offering
Image from Wizards.com

Divine Offering
Mirrodin Besieged

Reviewed March 23, 2011

Constructed: 4.15
Casual: 4.05
Limited: 4.40
Multiplayer: 4.10

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

Click here to see all of our 
Card of the Day Reviews 


Divine Offering

Divine Offering's biggest advantage over Solemn Offering or Revoke Existence is its instant speed. Blowing up an artifact isnt' just a kill spell, it's also a combat trick! Destroy an Equipment and block the newly-naked attacker, deny your opponent Metalcraft to handle his Rusted Relic or Spiraling Duelist, or even just kill an artifact creature. The life gain is icing on the cake.

Divine Offering's biggest weakness compared to Solemn Offering or Revoke Existence is that it can't hit enchantments. Enchantments are out there, and if you need one spell on your sideboard for artifacts and one for enchantments, you're going to struggle if you face a player who uses both. 

Constructed- 3.5
Casual- 3.25
Limited- 4
Multiplayer- 3.3

David Fanany

Player since 1995

Divine Offering
This card brings back a lot of happy memories for me. Back in the days of Mirage (the set that had this card's previous most recent version - also illustrated by Terese Nielsen, oddly enough), this was one of the cards I put in decks most often. Then, of course, there wasn't any equipment or the like to target, but it was unequivocally the card you most wanted to have in your hand when someone cast Clockwork Beast or Teeka's Dragon. It couldn't have picked a better time to return, either. The only strike against it is, perhaps, that it doesn't work so well against Wurmcoil Engine. But that's a small price to pay for a card that so often acts as removal, tempo, insult, and injury all at the same time.
Constructed: 4/5
Casual: 4/5
Limited: 4/5
Multiplayer: 4/5
Michael "Maikeruu" Pierno

Today's card of the day is Divine Offering which is a two mana version of Shatter in White that also gains life equal to the destroyed target's converted mana cost.  This is a really impressive card that should at least see a great deal of play in sidedecks and may get maindecked depending on the local metagames.  Overall a great source of removal, but unless you play Liquimetal Coating as support isn't completely guaranteed to have a target against every opponent.
For Limited you know your opponent will have a target and there is absolutely no reason not to run this card if you have any intention of playing White in your deck.  This is one of the strongest commons in the block as low cost removal and the life gain is just an added bonus.  In a dire situation it can be used on your own artifact for the life points, but otherwise you do get a one for one and the gain of life.  A card often worth splashing in Sealed and a common that can be picked as early as second in Booster depending on the pack and multiples are strongly encouraged.  If Indestructible and Infect weren't keywords in the set this would be an even bigger factor to any game, but there are ways of working around the advantages it would usually offer.
Constructed: 4.0
Casual: 4.0
Limited: 4.5
Multiplayer: 4.0


    Welcome to another card of the day here at Pojo.com. Today we are taking a  look at Divine Offering form Mirrodin Besieged. Divine Offering is a one white and one generic instant that destroys target artifact and you gain life equal to its casting cost. In standard this is definitely one useful card, since a majority of decks have some form of artifact in it.

    Whether or not you use it on your opponents stuff, or even if you target your own stuff, it is a good card for some life gain in a pinch, or to take something of your opponents out, while getting some extra benefit yourself. But, in my opinion, unless your opponent is running some scary artifact based deck, you may find this card more useful against yourself. How you may ask, simple, I will reply. There are some extremely good artifacts in standard that benefit you when it comes into play, and when it leaves play. For instance, Ichor Wellspring. When it comes into play, draw a card, when it leaves play, draw a card. You may as well help it leave play, draw a card AND gain some life. Another easy combo is using it with Spine of Ish Sah. Spine of Ish Sah destroys a permanent when it comes into play, and if it would go into a graveyard from the battlefield, return it to your hand. I think it is a no brainer that you would want to blow a permanent up, and then return it to your hand, gain seven life, and be able to cast it again.
Limited: 5/5
Casual: 5/5
Multiplayer: 5/5
Constructed: 5/5

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