Cosmic Intervention

Cosmic Intervention

Card Information

Type: Instant

Mana Cost: 3White mana

CMC: 4

Part of the Reserved List: No

Color Identity: Mana symbol for W

Set: Kaldheim Commander (KHC)

Rarity: Rare

Collector Number: 3

Oracle Text

If a permanent you control would be put into a graveyard from the battlefield this turn, exile it instead. Return it to the battlefield under its owner's control at the beginning of the next end step. Foretell {1}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

Keywords

Foretell

Format Legalities

duel(Legal)
brawl(Not Legal)
penny(Not Legal)
predh(Not Legal)
future(Not Legal)
legacy(Legal)
modern(Not Legal)
pauper(Not Legal)
alchemy(Not Legal)
pioneer(Not Legal)
vintage(Legal)
historic(Not Legal)
standard(Not Legal)
timeless(Not Legal)
commander(Legal)
gladiator(Not Legal)
oldschool(Not Legal)
premodern(Not Legal)
oathbreaker(Legal)
standardbrawl(Not Legal)
paupercommander(Not Legal)

Related Cards

Cosmic Intervention(Instant)
Foretell(Card)

Card Rulings

  1. February 5, 2021

    Once Cosmic Intervention resolves, any “When [this creature] dies” abilities of permanents you control won’t trigger for the rest of the turn because those permanents won’t be put into the graveyard.

    Source: wotc
  2. February 5, 2021

    If a token permanent would be put into a graveyard, it’s exiled and then ceases to exist. It won’t return to the battlefield.

    Source: wotc
  3. February 5, 2021

    If you return an Aura this way, you choose what the Aura will enchant just before it enters the battlefield. An Aura returning to the battlefield this way doesn’t target the player or permanent it will enchant, so permanents or players with hexproof may be chosen; however, the chosen recipient must be able to legally be enchanted by the Aura, so a player or permanent with protection from one of the Aura’s qualities can’t be chosen this way. If there’s nothing legal for the Aura to enchant, it stays in exile.

    Source: wotc
  4. February 5, 2021

    Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player’s turn. In most cases, if you foretell a card that isn’t an instant (or doesn’t have flash), you’ll have to wait until your next turn to cast it.

    Source: wotc
  5. February 5, 2021

    Each permanent that is exiled instead of being put into a graveyard from the battlefield creates its own triggered ability to return itself. Those abilities all trigger at the beginning of the next end step, and you can choose the order in which those abilities will go on the stack. The cards will be returned to the battlefield one at a time as those abilities resolve.

    Source: wotc
  6. February 5, 2021

    If you’re casting a foretold card from exile for its foretell cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.

    Source: wotc
  7. February 5, 2021

    Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you’re taking the action, no other player can respond by trying to remove the card from your hand.

    Source: wotc

Price History

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