Regal Force

Regal Force

Creature — Elemental

When Regal Force enters the battlefield, draw a card for each green creature you control.

Browse Alters View at Gatherer


Have (2) Taki117 , fourcleftcandles
Want (2) Hirsti , killergerbil

Printings View all

Set Rarity
Duel Decks: Elves vs. Inventors (DDU) None
Eternal Masters (EMA) Rare
Eventide (EVE) Rare

Combos Browse all


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

Regal Force occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Green: 0.69%

Regal Force Discussion

Inkmoth on Yeva Draw-Grow

3 weeks ago


  • Natural Order: This coming out feels like a cardinal sin, this is also coming from the guy that removed Eldritch Evolution for a bit, only to put it back in on a whim and steal every win thanks to EE and NO. Straight to the battlefield tutors surprisingly go for Combo pieces or Seedborn Muse more than Regal Force.

  • Emerald Medallion: I can say it's bugged me to draw it on turns where I am digging, but I am utterly terrified of touching my ramp package.

SynergyBuild on Yeva Draw-Grow

3 weeks ago

Ngl, listing cards I am not a fan of, but want to get your opinion on.

Natural Order - Powerful, no doubt, but Regal Force is probably the best target for mana efficiency, and I just think a counter on this is too bad, considering it's sorcery speed in an instant speed deck. Could be dropped for Evolution, it's similar, and is cheaper, with few cards that cost that much that you'd need.

Emerald Medallion - Just not a fan, this deck roughly has 42 possible cards it can affect, with 28 failcases on it directly, for storm turns it's good if on field, but it's bad if you draw it and need instant speed mana. I'd think spinner is better.

Idk about the wire though~

VexenX on [[Primer v3.4]] - OM_RATH!!! (M20 Update!!!)

1 month ago

DivineKhaos: That is definitely going in my friend! Idk who at Wizards thought it would be ok to make that an uncommon, but that's great for us! Have you seen the fancy boarder? I really hope the foil one of that is not to much... haha

_Arra_: It looks like we have similar mind with most of these topics! I REALLY like Rishkar's Expertise, but was only thinking about cutting it because of the cmc. I think I changed my own mind though (see convo below). Momentous Fall is a card I have been thinking about from time to time... 90% of the time it is 4 mana for 5 cards and 3 damage, which is a fair rate. I just don't think it is any better then the draw I am currently running though. THe question is whether or not it is better then Elemental Bond (because you are not running it in its place. I really don't think it is though. drop a couple fetchlands and you are already drawing just as many cards for less mana, plus a strong likelihood for more. I think I will be running both this and Garruk's Uprising.

For the subject of Shamanic Revelation. Surprisingly enough the life-gain has been just as big of a factor as the draw in MANY game! This deck has an extremely high win percentage (I went years without losing before people started catching on.. it also helps that I only play it once a commander night do to have 15 decks...). Many of these wins come after being at a scary low life and then popping Shamanic Revelation to get out of the red-zone and then winning with the cards drawn. I wouldn't cut it. Hopefully what I say below helps make a different cut.

I'm not a big fan of the one time Devour dude, but let me know if they work out for you! It is always great to see different techniques!

Beebles: First of all, I am blown away with the time you spend to go through my list and pull out some stats! That is pretty awesome! I think both of us being in the Gruul family definitely makes our deck-building minds pretty lined up, but Om_rath does change things up a bit when it comes to how much ramp he runs. Let me break it down:

First, he is VERY central to the overall decks power-level, AND cost 7CMC! Running a commander that cost this much and not expecting him to die one or twice is wishful thinking. If no one stops me I just win on turn 5-6 every time. This being said, I have casted Om_rath 4-5 times in several games (but that is quite a bit still). To help cast your commander for 13-15 mana there is nothing better then lands!

Second and more importantly, ramping also doubles as wincons here! I'm sure you know, but nothing sweeter then getting value of just playing lands! Because of this factor we play WAY more land ramp cards then 99% of decks. The list you made only has two non-land ramp cards after-all! A few of them are even tutors, which also have bonus utility. This being said, pulling out lands during every stage of the game is almost always relevant.

Lastly, pulling out extreme amounts of land also has the added bonus of thinning out the deck. It is so nice to draw straight fuel whenever we get to late game!

All of this being said, I do agree that a couple more draw spells would be nice. I have not however had many games at all where my hand was empty. Most of the draw is the deck sticks around, meaning you get value throughout the game, not just at once. I don't think I am in the market to add a 7cmc draw spell that only trigger once. I do think Regal Force is a great card, but I generally only consider running it in decks that go wide. We tend to use elementals pretty regularly, so the number don't really matter. If there is ever a time to cast him, it would likely be overkill because we could win the game anyway. Just my thoughts, so I could totally be wrong.

I which Return of the Wildspeaker gave trample... This is not a bad card, but like I said, to much mana for a one time effect. I am looking more to as stuff that cost 3-4 at most if I want to add more draw. Rishkar's Expertise and Shamanic Revelation are better then each of these options, and they already make me more top heavy then I would normally like.

Again, I am VERY grateful for the insight! Your comments are the main reason I've opted to keep Rishkar's Expertise and Elemental Bond in the deck. The question is still what to cut.. I am considering Springbloom Druid and MAYBE Amulet of Vigor. What do you think?

Guerte: I've had great times with Gruul Turf, but I do see your point. This change is even more likely if I cut Amulet of Vigor... Overall we seem to be on the same page, as usual! haha.

Thank you all again for your thoughts and comments. It is always hard to make changes for a deck this solid, so your points are much appreciated! I hope my rambles help you all out as well!!!

Beebles on [[Primer v3.4]] - OM_RATH!!! (M20 Update!!!)

1 month ago

Hey VexenX

I feel I need to remind I do not run Omnath but Mina and Denn, so take my advise with a grain of salt as usual.

Most of these cuts look very reasonable. Totally agree with Akroma’s Memorial, Elvish Reclaimer, Explosive Vegetation and Evolving Wilds. I agree less with Traverse the outlands but it’s not a vital card to have. I would also rate Terror of the Peaks more highly in this build.

The card I would not cut for sure is Rishkar's Expertise. That is because the amount of carddraw you run is already on the low side imo. I count 21 ramp spells and only 7,5 draw spells. I would gladly trade in 3-5 ramp cards for 3-5 draw spells in your list. The cool thing about card draw is that it will draw you into more cards that ramp anyway. But more importantly: it will also draw you into things to do with all that ramp! I personally do not want to ever be in the situation where I’m all ramped out with no more gas.

Ramp (21)

  • Harrow
  • Cultivate
  • Explosive Vegetation
  • Farseek
  • Finale of Devastation
  • Green sun’s Zenith
  • Kodama’s Reach
  • Nissa’s Pilgrimage
  • rampant growth
  • Ranger’s Path
  • Skyshroud Claim
  • Tempt with Discovery
  • Traverse the Outland
  • Perilous Forays
  • Azusa, Lost but Seeking
  • Lotus Cobra
  • Mina and Denn, Wildborn
  • Sakura-tribe Elder
  • Springbloom Druid
  • Mana Crypt
  • Sol Ring

Draw (7,5)

  • Rishkar’s Expertise
  • Shamanic Revelation
  • Wheel of Fortune
  • Elemental Bond
  • Greater Good
  • Sylvan Library
  • Oracle of Mul Daya (counted as 1/2)
  • Tireless Tracker

Cards I would add for sure are Garruk's Uprising and Regal Force (which turns your creature tutors into massive draw spells when required). I would also consider Garruk, Primal Hunter, Courser of Kruphix, Nissa, Vastwood Seer  Flip and perhaps Return of the Wildspeaker and Mouth / Feed.

But I would for sure not cut a draw spell for Garruk's Uprising. I woud at least look at it this way: you are adding another ramp spell with this set of changes by adding Finale of Devastation, so that justifies removing a different ramp spell for Garruk's Uprising imo.

Fithakk on Polly Wants a Cracker

1 month ago

Thanks for the comments and upvotes!

Akroma's Memorial is the haste giver in the deck. There is still the chance of flipping a large proportion of the deck, including Regal Force but I guess I like to live dangerously. I've definitely played vs a friend's deck where Primal Surge was literally "Flip deck onto battlefield, Thassa's Oracle win" and I find that boring as hell; creature combat still has some interaction and instant speed wraths exist.

I've considered Nyxbloom Ancient to replace Mana Reflection, just haven't picked one up. I prefer Hardened Scales to Pir as the enchantment is harder to remove.

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.


  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show


Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.


Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)


Suns_Champion on La Tribu de Dana | Kinnan Commander

1 month ago

Hey there! This is a solid list, and the custom categories are great! I have little to add here, besides some minor qualms. Well done.

Not convinced by:

Nullmage Shepherd might be better as just a Krosan Grip, since it's sorta a non-bo with your strategy of tapping creatures.

Draining Whelk should really just be a Counterspell.

Thassa, Deep-Dwelling doesn't seem all that useful here. Rishkar, Peema Renegade for extra support maybe?

I'd consider the following draw options too: Collective Unconscious, Shamanic Revelation, Regal Force, Inspiring Call, Tishana, Voice of Thunder, Distant Melody

Load more