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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Divine Deflection
Image from Wizards.com

Divine Deflection
Avacyn Restored

Reviewed June 26, 2012

Constructed: 2.88
Casual: 3.50
Limited: 3.90
Multiplayer: 3.50

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 Deflection

The way this card is worded, I suspected it might actually mean that it prevents the next X damage to EACH permanent you control and you. But I'm 95% sure that paying 2 for X won't be enough to save all 12 of your Human tokens from a Pyroclasm-- you prevent up to a TOTAl of X damage, and get to cherry pick which creatures get saved in the event of simultaneous damage exceeding X. On the one hand, it reminds me of Hail of Arrows. It looks like a great way to turn a hectic combat phase into a rout, but it requires you to leave an awful lot of mana up. Divine Deflection at least has the advantage of not being restricted to "attacking creatures". Playing Hail of Arrows on your own turn made no sense whatsoever. Here you can topdeck it, swing with the team, and either turn your opponent's blockers' combat damage against him, or hold onto it and wait for the return alpha strike. Just remember: no matter what damage you prevent, the spell itself has exactly one target, and that target must be chosen as you cast the Reflection (whereas the prevention you can make your choices upon resolution). If you want to use the reflected damage to kill a creature, you have to target that creature, and you can't hit a second creature with it if there's overage. Also, a well-timed Ranger's Guile or Unsummon on the spell's lone target will counter it. For that reason, I recommend using it to hit a player instead.

Constructed- 3
Casual- 4
Limited- 4
Multiplayer- 3.5 

David Fanany

Player since 1995

Divine Deflection

Some things are truly timeless. The first three Indiana Jones movies. The zeppelin. The Longest Journey (I dare you to play that game on whatever Windows XP PC you can find, and not cry). And, judging by this card, Shining Shoal. Granted, it's lost the alternate payment and the cool Japanese fish attack, but it's still capable of winning games out of nowhere. In older formats, I might still stick with the Shoal for the extra flexibility, but this does the same thing in Standard and for people who aren't as old and nostalgic as me (or who are but have friends who play Kitsune Riftwalker). Use it, people.

Constructed: 3/5
Casual: 3/5
Limited: 4/5
Multiplayer: 3/5


Welcome back readers to another week of cards, today’s card of the day is Divine Deflection. In standard this card requires a minimum mana investment to be good but even at x equaling two mana this can prevent some damage and kill a creature for three mana you can prevent damage from a delver of secrets and kill it giving it a use. Otherwise it is a semi fog effect and a possible creature kill card giving it some versatility I don’t foresee this card seeing much play except maybe in turbo fog decks or some sort of tech. In modern I don’t foresee this card doing enough to justify its inclusion in decks, the same in legacy and vintage this card doesn’t offer enough power to make it worthy for including in decks. In casual and multiplayer this is is fantastic as it allows you to prevent a huge chunk of damage to you and you don’t even have to kill a certain players creature you can kill any threat while preventing damage to yourself. In limited it’s not quite a blowout but preventing a substantial amount of damage to yourself or a creature you control and possibly killing a creature of an opponents is powerful and the singular white cost doesn’t limit what decks it can realistically be put in. Overall its an interesting limited and casual card that may see tech play in standard but overall isent very competitive.
Constructed: 1.5
Casual: 3.0
Limited: 3.0
Multiplayer: 3.0

Michael "Maikeruu" Pierno

Today's card of the day is Divine Deflection which is a one White and X that prevents the next X damage that would be dealt to you or permanents you control and if damage is prevented this way it deals that much damage to target creature or player.  This is a fairly flexible protection and burn for White that can take an opponent's removal or direct damage and gain a sizable advantage by negating their effort and dealing damage for increased card efficiency.  It is even possible to make a multicolor theme where your own cards deal damage to you and using this to prevent it, though it can be a bit risky and prone to disruption or just bad luck.  Overall this is a card that has maindeck potential in a variety of designs and can be a brutal sidedeck choice against Red or slower large attack concepts.
In Limited this is a bomb and a surprise for anyone not expecting burn from White, though with only one White in the cost this is easily splashed in multicolor decks.  Turning an attack or burn against the biggest creature or used directly can easily swing the game from a loss or close match into a rout and there is almost no reason not to draft this first in Booster or splash it in Sealed.
For Multiplayer the option to turn any attack on you into a weapon against the perpetrator or an innocent bystander is exactly what makes the format enjoyable.  A tool like this is very likely to have a use and aside from the possibility of multiple players trying to disrupt it there isn't a major drawback to working it into a deck.
Constructed: 4.0
Casual: 4.0
Limited: 4.5
Multiplayer: 4.5

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