|Commander / EDH||Legal|
Printings View all
|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|
|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.)
Price & Acquistion Set Price Alerts
|Have (37)||Tiddilywinkus , EliGjerdingen , failurechild88 , Lindough , accioali , Ellyreia , KipIsKosher , Kravian , Nemesis , ThisIsBullshit , Rez09 , Snydog17 , Atroxreaper , KB2187 , darthnuchi , ecurps , machiavelli2081 , GoldGhost012 , Tommuz , ironax , Lucretian , Axtel , Supremespeed , Reliva , damo_rox , duff87 , Riku580 , mziter501 , mcstang1986 , Kleptozaniac , Zelpoke , yerfdog1935 , bakeraj4 , Bluboltar , Mortiferus_Rosa , sirbar , MagnaAura|
|Want (31)||Izmagnus , Turtlelover73 , TheLegend0713 , Devman37 , Berilio , xanadus , hensonk , CoastWizard , Anfalas , Raboni , Gypsyhatten , paytongamer , Nerukad , LePtitNabot , Pogo0o , bassgdae , Icywaffles , LennyTheStick , killzoid23 , king0fclubs , esporia , jtwood , jimc1664 , masterglencour , jp262 , hgualtieri425 , mattlovet , kungfurabbi , Wopenras , kodie53 , OriginalBlue|
7 months 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.
11 months ago
Think Twice is excellent value cantrip, especially at instant speed.
1 year 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."
1 year 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.
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
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
Entangler- high CMC
Venom- meh all around
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
Oath of the Ancient Wood- Faster than the ordeal cards, no other benefits though
Indrik Umbra-Keep if you can find something else to go easily.
Cards you should consider adding:
Second Sunrise- Get passed their wrath effects, not a first choice though
Lightning Bolt- Spot removal is nice
Dawn Charm- See above
2 years ago
Paragon of Open Graves, Minister of Pain, Macabre Waltz, Kin-Tree Warden, Lifespring Druid, Graverobber Spider, Burnt Offering, Diabolic Edict, Black Knight, Bog Initiate, Regeneration?? These are all just from my binder that might be interesting.
Idk what any of these cost.
2 years ago
I like what you're doing with the deathtouch, but keeping it strictly spiders does make it more difficult. If you're interested in adding more you could consider Touch of Moonglove or Basilisk Collar.
I'd remove Regeneration as it's too much of a single use with low play value in my opinion, but if you really want to regenerate, maybe Swarmyard? You could also combine Regeneration and Steely Resolve by getting Asceticism. (These cards do cost a little bit more though)
Also, try to get an Arachnoid, if you put it into your graveyard it counts as two card types, makes Delirium easier :).
2 years ago
I went through the rest of the cards in the shoebox and made the following tweaks. With the few cards I have, it looks like I can lead toward elf tribal. I should probably post this as a new deck because it's very much different.
In: Clockwork Steed, Clockwork Swarm, Mobile Fort, Kelsinko Ranger, Nomad Decoy, Witch Hunter, Seasoned Marshal, Ardent Militia, Anger, Wall of Fire, Wall of Diffusion, Centaur Chieftain, Harvester Druid, Werebear, Wall of Ice, Sylvan Hierophant, Llanowar Knight, Llanowar Elves, Elvish Scrapper, Wellwisher, Wirewood Elf, Wirewood Herald, Skyshroud Elf, Fyndhorn Elder, Elvish Pathcutter, Symbiotic Elf, Heedless One
Out: Balduvian Barbarians, Centaur Rootcaster, Dire Wolves, Folk of the Pines, Horned Kavu, Hungry Mist, Ironroot Treefolk, Kavu Climber, Kei Takahashi, Krosan Tusker, Lightning Elemental, Marble Titan, Panther Warriors, Pincher Beetles, Rowan Treefolk, Ruham Djinn, Sawtooth Ogre, Soldevi Golem, Spined Wurm, Treespring Lorian, Viashino Grappler