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The Best Heroic Interventions in Magic: The Gathering

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Hello all and happiest of days! If you've read about any of my recent or older casual, multiplayer, and Commander brews you'll know that I always include a section dedicated to Answers. That section is my one-stop shop for counters or removal that get in the way of our foes enacting their gameplan to win or stopping them from messing with our stuff.

But that section almost always begins with ways to shut down their pinpoint removal or mass interaction by giving my stuff either hexproof or indestructible. The very best spell at accomplishing that particular task is the two-mana Green instant Heroic Intervention that gives all of your permanents both Hexproof and Indestructible. That's all your Creatures, Planeswalkers, Artifacts, Enchantments, Lands, and even Battles!

What a great way to keep decks that need to commit to the table present and threatening! It's the perfect safeguard, and it can even be a combat trick to keep our chump blockers around a little longer or let us block our opponents' Creatures favorably without losing anything.

The Best Heroic Interventions in Magic: The Gathering

But Heroic Intervention is just the tip of the iceberg, and today we are looking at my top takes on that wonderful effect!

#8. Restoration Magic

Restoration Magic

Restoration Magic is a one-cost Instant spell that has three different options when you cast it. For the default cost of w, you can give one of your permanents hexproof and indestructible until the end of the turn. For 1w, we'll give one of our permanents that protection and gain three life! Then, for 3ww, all of your permanents get the protection and we gain six life.

That final mode is a little expensive, but the flexibility of being able to cast it for those other modes makes it worth considering!

#7. Mutational Advantage

Mutational Advantage

Mutational Advantage is next on our list, and this fun three-cost Simic colored Fallout set instant gives all of our permanents we control, from lands to dorks, Hexproof and Indestructible until the end of the turn! And then you get a Fog effect to prevent damage to them in addition to getting to Proliferate and increase the counters on them! This card just does it all!

#6. Everybody Lives!

Everybody Lives!

Everybody Lives! is two-cost interesting spin on Heroic Intervention that gives all creatures, not just yours, Hexproof and Indestructible. On top of that, all players gain Hexproof this turn no one can lose life or win or lose the game for that turn. It's weird, but it's cheap and it'll get you out of a tight spot when someone is going for the win!

#5. Dawn's Truce

Dawn's Truce

I prefer Dawn's Truce to the next two cards on this list since it feels a little nicer to cast. This two-cost instant gives us and our permanents hexproof until the end of the turn, but if we gift one of our opponents a card it also gives your permanents indestructible. Not bad! And since it's not free or just straight up bonkers, I run this card more often.

#4. Akroma's Will

Akroma's Will

Akroma's Will, and over-powered four-cost instant, is next up. When we cast it, we can choose either to give our team Lifelink, Indestructible, and protection from all colors (which is better than hexproof), or if we're on the offensive we can grant them Flying, Vigilance, and Double Strike for a fast win. And with your Commander out? You get to do both!

#3. The Free Ones

Flawless Maneuver
Flare of Fortitude

Most three-mana versions of Heroic Intervention just offer indestructible to your creatures but will give something else too, like Populate. Flawless Maneuver is often free, since you can cast it for no mana if we've got your Commander in play. It lets you play the bait and switch game by tapping out and then saving your team for no mana and getting a big momentum swing!

Flare of Fortitude costs four or you can sacrifice a non-token White Creature for its cost to grant all of your permanents both hexproof and indestructible until the end of the turn. And our life total cannot change!

Both of these are very strong since they can be cast for free, so that's why they're this high up on the list.

#2. Teferi's Protection

Teferi's Protection

Next up is Teferi's Protection, a card that's weirdly on the Game Changer list (Game Changers are very powerful cards that you can't run more than a few of in specific Commander Brackets), which feels bad to me since it's a three-mana spell you cast reactively and cannot bait people into like the above ones free spells.

Teferi's Protection phases out all of our stuff, so nothing can be interacted with for a turn. That's way better than indestructible and hexproof in multiplayer, as it completely gets around sweepers like Toxic Deluge and mass exile. As the cherry on top, your life total cannot be changed and you gain protection from everything. An extremely powerful spell!

#1. Heroic Intervention

Heroic Intervention

I mean, this has to be #1, right? It's in the title.

And there we go! What Heroic Interventions do you lean on when looking to protect the team?

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