Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Tenth Edition (10E) Uncommon
Ninth Edition (9ED) Uncommon
Ninth Edition Foreign Black Border (9EDFBB) Uncommon
Eighth Edition (8ED) Common
Seventh Edition (7ED) Common
Classic Sixth Edition (6ED) Common
Fifth Edition (5ED) Common
Mirage (MIR) Common
Ice Age (ICE) Common
Fourth Edition (4ED) Common
4th Edition Foreign Black Border (4EDFBB) Common
Revised Edition (3ED) Common
Revised Foreign Black Border (3EDFBB) Common
Unlimited Edition (2ED) Common
Collector's Edition (CED) Common
International Collector's Edition (CEI) Common
Limited Edition Beta (LEB) Common
Limited Edition Alpha (LEA) Common

Combos Browse all


Enchantment — Aura

Enchant creature (Target a creature as you play this. This card enters the battlefield attached to that creature.)

: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

Regeneration Discussion

enpc on Hydra Fight Club

3 weeks ago

I would cut Regeneration , Resize , Whip Silk and Hunger of the Howlpack for more ramp. And make sure that you're not just putting 3+ CMC ramp spells. If you only start rmping on turn 3, you haven't achieved tht much. After all, having 3 mana on turn 2 is more powerful than having 4 mana on turn 3 which in turn is more powerful than having 5 mana on turn 4.

Ledobject on Emmara, Gathering Army

1 month ago

Thanks Pieguy396!

I agree for the most part. Patrol Signaler operates sort of like my commander if I can tap it during combat or with Cryptolith Rite , but it does cost me 1 mana for the token. Regeneration is underpowered for its cost, compared with Wirewood Lodge and Fanatical Devotion . Helm of the Host wants bigger tokens, although could create a copy of my commander to then create more tokens, but this might not be the right deck for it. Nissa's Expedition pretty much sucks as ramp.

But you think Nature's Chosen isn't worth running? It's easily lost to removal, but it does give me one free tap/untap cycle of my commander.

JonAvon on Jungle Cats

1 year ago

I like the deck concept a lot. I'd suggest to reduce the number of Regenerations in favour or more low cmc creatures, as they only clog your hand if you don't have a valid target; plus, you may want more creatures to keep the fight going anyway.

Given your thematic choice for this deck, it is not easy to find more creatures to squeeze in, but… Why not considering some from 5th Edition and the first Portal series? They were both contemporaneous to the Mirage block. Jungle Lion would be a great addition.

Austin_Smith_of_Cards on The Danger Noodle

1 year ago

Think Twice is excellent value cantrip, especially at instant speed.

I second Eel Umbra and Spider Umbra; protecting your commander is pretty important. Along those lines, Regeneration is decent if you're wondering how to utilize your mana dorks late game.

JerichoDarkstar on Regeneration

2 years ago

You're mostly right.

Think of Regenerate as a "shield." You can place the Regenerate "shield" anytime on a creature before combat. Say I pay to activate Regeneration on my enchanted creature. For the rest of this turn, if it would die, I will tap (EDIT: I accidentally said untap) it and remove it from combat and remove the damage on it.

So yes, you can't activate this after combat. Putting a "shield" on something after it is hit doesn't do any good.

Depending on the ability, you can also activate this in response to other effects. If it is like Regeneration, you can activate it at instant speed. This is probably the case for every card with Regenerate unless the card specifically says, "activate only as a sorcery."

Neotrup on does the Deathtouch work here?

2 years ago

Protection form any of the creature's attributes (such as simply protection from creatures found on Beloved Chaplain) will prevent deathtouch damage, as can other damage prevention (like Ethereal Haze), unless damage can't be prevented (such as due to a Leyline of Punishment). Regeneration (like Regeneration), Totem Armor (like Boar Umbra), Indestructible (like Indestructibility) and similar can all save the creature, and don't need to prevent the damage to do so.

But yes, any damage dealt by a creature with deathtouch, including Nature's Way, fighting (like Prey Upon), and giving deathtouch (with something like Basilisk Collar) to Prodigal Pyromancer) will apply the lethal effect.

As an odd rules quirk , if a source with deathtouch deals damage to an indestructible creature that then loses indestructible (perhaps due to Bonds of Mortality) it will forget that the deathtouch made it lethal, but remember the amount of damage for if it's dealt a lethal amount.

704.5h If a creature has toughness greater than 0, and its been dealt damage by a source with deathtouch since the last time state-based actions were checked, that creature is destroyed. Regeneration can replace this event.

madmartigan95 on Uril the Miststomper

2 years ago

Cards I think could easily be cut:

Web- worst of the reach cards

Auramancer- Better options, see below

Heliod's Emissary- not worth the mana

Nyxborn Rollicker- not useful

Restoration Specialist-have to sacrifice only hits single one

Angelic Gift- flying worse than anything else, draw is unnecessary

Brilliant Halo- nice recursion, but not that great

Eternal Warrior- doesn't do enough to include

Forced Adaptation- too slow

Gift of the Woods- too niche, point is to not be blocked

Instill Energy- haste is eh, untap is basically vigilance, not really necessary

Knightly Valor- CMC too high

Mammoth Umbra-

Ordeal of Purphoros- slow for what it does

Regeneration, Savage Silhouette, Serpent Skin, Trollhide- Most wraths get around the regeneration anyway, you can afford to lose anyone to spot removal except your commander... which is already hexproof.

Venomous Fangs- your chump blockers don't need it, Uril's gonna be huge already

Vigilance- not enough in this deck

The Three Vows- Irrelevant as they can still block your guys. Maybe one if you do a lot of multiplayer.

Nyxborn Shieldmate

Entangler- high CMC

Vigilant Martyr- same issues with regeneration, at the very least replace with Dawn Charm

Venom- meh all around

Open the Vaults- replace with Retether/Second Sunrise

Cards that are on the verge:

Auratouched Mage-higher CMC, but it does open up more expensive auras

Conviction- Better than Brilliant Halo, still not that great

Fists of Ironwood- Superfluous

Hammerhand- meh card

Lifelink- Nice art, unless you're getting a lot of direct damage, not that helpful

Lightform- Looks okay, too many non-creatures though

Murder Investigation

Oath of the Ancient Wood- Faster than the ordeal cards, no other benefits though

Shape of the Wiitigo, Shield of the Oversoul, Hyena Umbra, Glaring Aegis- You have to cut something

Indrik Umbra-Keep if you can find something else to go easily.

Cards you should consider adding:

Retether- Bodiless Auramancer but better

Second Sunrise- Get passed their wrath effects, not a first choice though

Lightning Bolt- Spot removal is nice

Dawn Charm- See above

Load more

No data for this card yet.