Regrowth

Regrowth

Sorcery

Return target card from your graveyard to your hand.

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Trade

Have (1) CompleteWaste
Want (2) Sigrimir , Themcman

Printings View all

Set Rarity
Mystery Booster (MYS1) Uncommon
Modern Horizons (MH1) Uncommon
Masters 25 (A25) Uncommon
Vintage Masters (VMA) Rare
Duel Decks: Heroes vs. Monsters (DDL) Uncommon
Masters Edition IV (ME4) Rare
Revised Edition (3ED) Uncommon
Revised Foreign Black Border (3EDFBB) Uncommon
Unlimited Edition (2ED) Uncommon
Collector's Edition (CED) Uncommon
International Collector's Edition (CEI) Uncommon
Limited Edition Beta (LEB) Uncommon
Limited Edition Alpha (LEA) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Legality

Format Legality
Modern Legal
MTGO Legal
Noble Legal
Duel Commander Legal
Canadian Highlander Legal
Oathbreaker Legal
Block Constructed Legal
Tiny Leaders Legal
Commander / EDH Legal
Magic Duels Legal
Unformat Legal
2019-10-04 Legal
Penny Dreadful Legal
1v1 Commander Legal
Oldschool 93/94 Legal
Leviathan Legal
Legacy Legal
Casual Legal
Vintage Legal
Highlander Legal

Regrowth occurrence in decks from the last year

Commander / EDH:

All decks: 0.09%

Regrowth Discussion

multimedia on Kalamax, the Bomb Droppin Dinosaur From Hell

1 day ago

Hey, you're welcome.

Two drop Forks may be boring, but they're also some of the best cards/most mana efficient with Kalamax. The efficiency comes from copying an opponent's instant/sorcery which then gives you two copies of that spell as well as putting infinite counters on Kalamax. This is a ridiculous amount of value from a two mana card. Since a Fork can copy an opponent's instant/sorcery this makes them in multiplayer Commander really never dead cards unless your opponents are not casting instants/sorceries. Infinite counters onto Kalamax are a bonus; the real value with Forks comes from the copying and then copying again of the instant/sorcery.

Forks are also excellent with your own sorceries which with Kalamax gives you two copies plus the original spell for a total of three. Kalamax + Chandra's Ignition + a Fork is game over for your opponents. Merchant Scroll, Regrowth and Preordain are already good mana efficient sorceries that become even better with a Fork or Ral. Ral is a good card with Kalamax and a bonus is he can copy a sorcery you cast.

If having problems with Kalamax getting locked down than consider adding more removal that can remove a permanent? Especially an enchantment or artifact since these permanents can lock down Kalamax much easier than a creature can. Currently you have Beast Within and Cyclonic Rift that can do this and you don't want to have to bounce an opponent's permanent that's locking down Kalamax, you want to destroy it/tuck it. Some instant creature removal is good to have, but other permanent removal is in my opinion much more important. Having Mystical Tutor lets you cut down on creature removal (tutor for it if you need it) and instead play other permanent removal which will have more targets to remove to help Kalamax.

plakjekaas on Pattern Recognition #162 - Commanding ...

1 week ago

Lands suggested from the crowd: Mosswort Bridge is a land in green stompy thats usually worth entering the battlefield tapped

Blighted Woodland is acceleration when you're leaving up protection. Myriad Landscape works the same, but the ability is cheaper. It does enter tapped though...

Bonders' Enclave works fine when your commander is 4 power

Ghost Quarter, Tectonic Edge (and less budget, Strip Mine or Wasteland) are things you need in commander, there's too many of Cabal Coffers and Itlimoc, Cradle of the Sun (also not bad in your deck btw) in the format to skip on land destruction, and lands that destroy lands are the most efficient at that.

Scavenger Grounds thwarts your Regrowth a little, but it thwarts most black and green commanders a lot more: take Meren of Clan Nel Toth, or Muldrotha, the Gravetide, they're pretty devastated when you uncounterably remove most of their resources from the game. There's enough caring about the graveyard to at least consider this, if you're not heavily using it yourself.

Nykthos, Shrine to Nyx is amazing in most monocolored decks, but a little on the $$ side.

Rogue's Passage is a scary prescence when Voltron is your plan, even when you have the deathtouch as a deterrent.

Mj3913 on Commanding Beast

1 week ago

What would you think of Seasons Past in here? Perhaps replacing one of your Regrowth type cards? Helps in the board wipe recovery area.

NoSoyYucateco on Que Riku 2: The Rikuning

1 week ago

LimbicCircus: Thanks for taking a look!

I hadn't put Explosive Vegetation in here because of the high CMC. I might consider the new Migration Path, since it can be cycled if I draw it in the later game. Ideally I want to be done ramping after turn 3 at the latest, though this deck could potentially cast it as early as turn 2. It would be great if I did.

I have been thinking about Song of Creation. It looks really great. I just get nervous about discarding my hand. The deck runs so many instants that I usually want to have ready on opponents' turns, and recurring cards at instant speed is a lot harder than sorcery (since most of these cards are sorceries like Regrowth. I'll give it a try and see how it goes!

Azeworai on Radha, The Lands Matter To Me!

3 weeks ago

Ah, lands. An archetype with which I consider myself quite adroit. I play a Naya version, but Gruul bears the majority of the value.

If you opt for a strategy more anent utility lands, there is a multitude of options that become available.

Inkmoth Nexus can combo superbly well withal Kessig Wolf Run, oft murdering someone on the spot.

Of course, Dark Depths and Thespian's Stage is just another threat for the opponents to answer.

Glacial Chasm has saved me more times than I would care to admit, and Drownyard Temple is fun with sacrifce effects.

Sheltered Thicket is probably just better than an Evolving Wilds.

Sylvan Safekeeper is a little too perfect here. Defend the commander, aggressively costed, and perfidious for the opponents to remove.

I have a lands deck myself, bearing Vital Force and Vivien Reid as splendidly potent engines.

Nissa, Vastwood Seer  Flip is a card that literally never feels bad. It's great at all points of the match.

For assembling your land base, Realms Uncharted carries its weight, Hour of Promise is fantastic evermore, Crop Rotation can be a surprise, Elvish Reclaimer is as powerful as it reads, and Expedition Map is cheap and efficient. Sylvan Scrying is also fine.

Given enow utility lands, Field of the Dead becomes one of the very best cards. You could try snow basics for additional names to support it. This also opens Into the North as a possible ramp spell.

'Tis a little selcouth, but I enjoy Throes of Chaos for decks with many lands, as it makes dead draws less possible.

Cantrips make every deck work! Once Upon a Time is banned and broken, Winding Way grants a refill, and Life from the Loam with a cycling land is an engine by itself, and one quite difficult for anyone to intercede upon. Explore is also effective.

One more interactive spell would be nice. Beast Within does the job.

World Shaper has proven itself with High Market for additional control.

There are some things I'd recommend you ablate:

  1. Yavimaya Elder is overplayed. It's five mana to draw two lands and a card. Unless you can reliably sacrifice it to alternate effects, don't play it.

  2. Skullwinder... Why not Reap or Regrowth? I don't see any effects that care about the body, so you may as well not help the opponents and gain a cheaper casting cost.

  3. Tunneling Geopede is not one I enjoy very much, but I can see its applications in murdering.

  4. Ghirapur Orrery is just too slow. If you need the card draw, run Harmonize. If you need the land drops, try a creature tutor for Azusa. If you are playing lands, the primary goal is assembling an engine and staying ahead of the opposition. Why aid those inimical to your goal?

  5. Nissa's Renewal is so slow! Six-mana?! Come on. You're ramping into seven-drops. Add a Kozilek if you want to do that.

  6. Rites of Flourishing. Tsk tsk. I'd recommend murdering this, but I suppose it earns the graces of the table.

Try fewer lands and more large threats. You have an ungodly amount of ramp yet the only thing reqiring much mana is Radha's second ability. Try some eldrazi, Apex Altisaur does work, Borborygmos Enraged is on theme and always sweet, and fun times is the scariest card on any table, no matter what. Ignore that Teferi. Radha is huge!

Insurrection is oft dispraised, but it ends games a lot of the time. In fact, it has bean so thoroughly unloved by the community as of late that no one expects it. Nice!

The combat package is nice, but it falls apart very quickly to a removal spell. Though, Raking Claws could be fun. :)

In summation, add more angles of attack than voltron, some more card draw would be great, have better ways to spend your mana, and just stick the cheaper ramp. Four mana or less is ideal.

Oh, add some wraths. Blasphemous Act and Ezuri's Predation are each solid. Put them in and don't look back.

Good luck and happy cartography!

multimedia on Kalamax Almost Precon

3 weeks ago

Hey, on a budget something that the precon lacks are ways to tap Kalamax. Attacking is the best way to tap Kalamax, but if you can't attack then you want to be able to tap Kalamax other ways.

These cards can make mana that gives them other uses then just tapping Kalamax. Settlement/Encampment are nice because they're lands, they don't use valuable spots in the deck and Crop Rotation can search for one of them.

You've already added Reverberate for a Fork effect which is great, but the other piece of the combo is Ral, Storm Conduit which is the win condition when you make the copy Reverberate loop with Kalamax. Even without the Fork combo, Ral is a good card because he too can be a repeatable source to copy an instant or even a sorcery you cast. Expansion / Explosion, Increasing Vengeance and Insidious Will are other budget instant Forks.

Your own sorceries are very good with Fork effects and tapped Kalamax. This combination lets you resolve three copies of a sorcery (original and two copies of it). If you have three opponents then Gravitic Punch can be a win condition with a Fork and an infinite power Kalamax. The jumpstart lets you cast it again if that is needed. Reclaim and Regrowth are helpful to recur cards especially a Fork or draw spell, but they can also recur a creature.

Return of the Wildspeaker modes are good with Kalamax. The first one can draw a lot of cards with a high power Kalamax and the second can give all nonHuman creatures +6/+6. This second mode can be a potential win condition with cards that can create tokens such as Talrand, Murmuring, Xyris, Young Pyromancer and Saheeli, Sublime Artificer.

Capsize can be powerful with Kalamax. For five mana cast it with buyback, bounce any two permanents and then return it to your hand.

Good luck with your deck.

RubenWaters on Neyith of the Dire Hunt EDH: Beastmaster

4 weeks ago

multimedia oh boy I am playing the same deck and I have some suggestions on what to cut and suggestions on what to put in as well

Cut/ Add

Arlinn Kord  Flip = Domri, Anarch of Bolas

Vivien, Champion of the Wilds = Aggravated Assault

Atarka, World Render = Savage Ventmaw

Ulvenwald Tracker = Brash Taunter

Regrowth = Noxious Revival

Champion of Lambholt = Kiki-Jiki, Mirror Breaker

Grand Warlord Radha = Dockside Extortionist

Gruul Beastmaster = Manglehorn

Huntmaster of the Fells  Flip = Zealous Conscripts

Nikya of the Old Ways = Apex Altisaur

Pathbreaker Ibex = Craterhoof Behemoth

Quartzwood Crasher = Polyraptor

End-Raze Forerunners = Prowling Serpopard

Rubblebelt Raiders = Ilharg, the Raze-Boar

Somberwald Sage = Birds of Paradise

Surrak, the Hunt Caller = Woodfall Primus

Gruul Guildgate = Winding Canyons

Temple of Abandon = Emergence Zone

Concordant Crossroads = Sneak Attack

Gruul War Chant = Invasion Plans

Gruul Signet = Wild Growth

Lightning Greaves = Shadowspear

Sol Ring = Utopia Sprawl

Savage Punch = Green Sun's Zenith

Shamanic Revelation = Momentous Fall

Soul's Majesty = Return of the Wildspeaker

Cultivate = Harrow

Decimate = Chaos Warp

Domri's Ambush = Ancient Animus

Hunter's Prowess = Gamble

Kodama's Reach = Crop Rotation

Shared Summons = Tooth and Nail

Temur Battle Rage = Titanic Brawl

Berserk = Pounce

Hunter's Insight = Pit Fight

Growing Rites of Itlimoc  Flip = Carpet of Flowers

Game Trail = Mountain

Mossfire Valley = Arid Mesa

Mosswort Bridge = Gaea's Cradle

Sheltered Thicket = Fabled Passage

Fire-Lit Thicket = Taiga

Spire Garden = Prismatic Vista

Eldritch Evolution = Heroic Intervention

Forest = Dryad Arbor

Aggressive Mammoth = Ohran Frostfang

Etali, Primal Storm = Inferno Titan

Fierce Empath = Krosan Grip

BUT these are just a suggestion

SueMe on Hogaak: My Favorite (Infinite) Combo Deck

1 month ago

Yo, welcome back ColFrogfoot!

You have a lot of points, so I'll address them each one by one.

  • This deck mills its combo pieces all the time, and it usually isn't that big of a deal. As I mention in the description, we have ways to get our stuff back (Eternal Witness, Regrowth, Dread Return, Death + Life to name a few). Depending on your meta, you might want some more where those came from (especially stuff that can return noncreature cards like Golgari Findbroker). The only time when you're pretty much screwed is if your yard gets exiled along with the Riftsweeper. I've never been the best at assessing how much recursion I need, so take my amount with some grains of salt, but it seems to be working out for me. Also, since each meta is different, each person will have to do their own assessment there.

  • You're right that it's pretty unrealistic to get both the Greater Good and the Zombie Infestation out every game (just in half of them XD). All jokes aside, if you aren't completely shut down in the early game, then you have good chances that you'll be drawing most of your deck that game. If there's one thing that I'm confident about, it's the reliability of our card draw suite. Now about that hypothetical where you have both Greater Good and Zombie Infestation out, all you need to draw and discard is a Dread Return and a Bone Miser. Sac three zombies to flashback the Return, getting Bone Miser out, and discard 2 more lands to have enough to play the Phyrexian Altar.

  • The Necrotic Ooze approach is totally legit. I had a phase with this deck where I used it with Razaketh, the Foulblooded to fetch everything I needed. What I dislike about the ooze though, is that it forces you to use up multiple card slots for stuff that is only useful in that combo. You're eventually going to run into the scenario where you have a couple of dead cards in your hand because you don't have the ooze out.

  • Most of the time you don't need mana after you assemble the combo. As I explained previously, a Dread Return and Bone Miser will get the job done, as will a Lotus Petal into Sacrifice.

I am curious about your Necrotic Ooze build though. I will admit that my particular build is not infallible, but it's also pretty consistent.

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