Regeneration

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Regeneration

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.)

decktestbuild on What is Your Opinion of …

1 year ago

Proxies suck the fun out of the game completely for me. My cousin was an avid player in the 90's, but as soon as he figured out how to print proxies he made a deck with nothing but proxies; a squirrel deck...and it really sucked to lose to a pack of 16/16 squirrel tokens so fast. I think he was making a statement that the game is dumb and I never played with him ever again after that and I don't think he plays magic anymore. I usually only play with my brothers and because of that history proxies are forbidden in our group. btw my cousin also cheated with a rigged deck by cutting the sleeves shorter on cards he wanted to draw so whenever he shuffled the deck he could put the cards he wanted on top.(I found out by shuffling it and a card fell out and I noticed the sleeve was much shorter than the rest.) He'd also try to lie with rules to gain an advantage; for example, he would put a Regeneration on your creature and then regenerate it to tap it. Which is not how regeneration works. You can activate the regeneration ability but it doesn't take effect until the next time it would take lethal damage or be destroyed and then it taps and is removed from combat.

mercurae3 on Does "destroy all non-land permanents" …

1 year ago

A player had Sythis, Harvest's Hand enchanted with Regeneration and a bunch of other Auras, another player used Hour of Revelation and I was wondering how to resolve it. My take was that the enchantments are destroyed but the regenerate saves the creature. The "destroy all non-land permanents" should wipe out enchantments right? But if the regenerate triggers before Hour of Revelation and effectively removes the creature and all enchantments from the field, the enchantments AND creature would survive. This seems over-powered to me for a 1 mana spell. How should we rule on this?

carpecanum on Louisiana Purchase

2 years ago

Terramorphic Expanse

How will you enable Erinis to attack without getting murdered by a 4/4? Or four 1/1's? Anara, Wolvid Familiar, Vigor, Alpha Authority, Regeneration, Broken Fall, Rogue's Passage and things like these might help. (I see the Saddle there, thats a good choice).

FormOverFunction on Commander Help

2 years ago

There are some old spells, like Regeneration, that could also make her more resilient. Do not forget the old ways lol

carpecanum on Draconic Rage Precon Upgraded

3 years ago

You have over half your deck as land and ramp. That should be enough. I would actually cut 2 forests. I like playing with about 35 lands, at least 5 mana artifacts and up to 5 more spells like Kodama's Reach or whatever.

There are 4 or 5 artifact/equipment that give indestructible but they are all at least $9 now. Spellbreaker Behemoth is the cheapest I see now other than instants. Regeneration is cheap.

FormOverFunction on Favorite Mtg Art?

4 years ago

I love, and miss, the imperfection of the painted cards. The old-time heavy-hitters like Goblin Shrine, Terror, Regeneration, Holy Strength, Stasis, and Mana Vault (there’s one for each color!) were full of motion, weirdness, mystery, and made me feel like the cards were actually unearthed from some sort of forgotten magical vault. The stuff nowadays is too...perfect, in my mind. I’ll pick a new card, almost at random: Farfinder is the second card from Ikoria I saw. The art is great, and the skill needed to make it is FAR beyond my capacity. Having acknowledged that, it’s polished to perfection...to the point of near-boredom. I really can’t get emotionally connected to it, and that makes me sort of sad. ::shrug-emoji::

MagicMarc on Elves without shelves

4 years ago

First, play whatever cards you want or feel like. Your deck, your gameplay, and Have Fun!

The following are all friendly suggestions not in any way meant as criticism of your deck. But the singleton thing should get stopped. Figure out which elves work best for your local metagame and the decks you play against. Then go to 2 or 4 copies each of them. Cut the situational cards and put them in the sideboard for game 2 or remove them entirely. I would also follow abby315's list of suggestions and his suggestion of ditching weak pump spells and replace them with the various lords or creatures with a pump capability like others have suggested. Here is a list of cards that may be decent replacements or adds to your deck:

Ezuri, Renegade Leader is probably one of the better elf cards for aggro elves. Provides Regeneration for any other elves you have and Overrun at will. I would go to a 2 count
Imperious Perfect: Replace Wirewood Hivemaster with this card. The hivemaster produces insects so they wont bonus from your anthem/lord effects. Is not legendary so you can have up to 4 copies. Besides pumping all your other elves, they even produce them every turn. Worth 2-4 copies.
Reclamation Sage: Replace Deconstruct with this, maybe go to 2 copies main deck. But if the deck is for 1 on 1 put them in the sideboard for game 2.
Dwynen, Gilt-Leaf Daen: Replace Stream of Life with this guy, go to 2 copies of this maybe
Loxodon Warhammer, Rancor or anything like them: Replace your instants that boost creatures with permanents like these or similar instead. Or if you are going to have a combat trick in your hand then make it something like Overwhelming Stampede, Wrap in Vigor or Heroic Intervention like abby315 suggested. If it's not a permanent you want a card that is going to change the game state dramatically not just boost 1 creature for 1 turn. Remember, if you have a card like Ezuri, Renegade Leader or your Timberwatch Elf you can activate his ability at instant speed which surprises people if they lose track of what you have in play.
Return of the Wildspeaker: An example of a go big instant instead of cards like Giant Growth. Replace any instant you have with this card. Its modal to refill your hand or giant growth all of your elves. At instant speed.
Beast Within: If you want instant speed removal, use a catch-all card like this instead of 1 card for artifacts, 1 card for creatures, etc. It doesnt need to be this card specifcally but one that targets any permanent at instant speed. And run at least 2 copies of it main deck to always have an answer in your deck for your opponent's stuff.
Lifecrafter's Bestiary: Replace wurm's tooth with a copy of this card instead. It will accelerate your deck. 2 copies wouldnt hurt.

Some good utlity cards:

Bow of Nylea: Excellent all around support card. Does many things but the big one is giving your elves deathtouch so even when you attack with them when they are tiny, they kill stuff. All the other utility is amazing value.
Leyline of Abundance: Another mana ramp/anthem/lord option that has a chance of getting put into play on turn 1.
Nullmage Shepherd: This card is like repeatable Naturalize. Sometimes holding an instant in your hand is better, but sometimes repeatable wins games.
Titania's Chosen: Replace stuff like Wurm's tooth or Nomadic Elf, Norwood Ranger with cards like this or some of your other better creatures you should be running more copies of.
Masked Admirers: Another good elf creature that provides a repeatable benefit that can be used to replace other cards you arent thrilled about.
Creeping Renaissance: Following someone wiping the table, this card or Fresh Meat can get you right back into the game.

Planeswalker suggestions. Because they are resistant to removal and can add a lot to a game if it goes long. Multiple repeatable abilities are strong. They are expensive, and I would try to trade for them if possible. If interested:

Freyalise, Llanowar's Fury: She makes llanowar elves! And she basically does all the things in Green's pie. Makes lots of elves, destroys artifacts and enchantments at will and draws cards.
Nissa, Who Shakes the World: Not on theme for elves, but she is so strong that I would feel lame not mentioning it for a mono green deck. Her static ramps you crazy style and her ultimate can finish games.
Nissa Revane: Basically, her ultimate would put all 24 of your elves into play in one turn. If you do want to put copies of her in your deck, I would also suggest replacing some other elves with 4 copies of Nissa's Chosen for added value.
Vivien Reid: This is a well-balanced walker for any green deck. Built in card advantage, removal and flyer killing, and then her ultimate is an emblem better than almost any other lord/anthem effect you can put in the deck.
Garruk Wildspeaker: My lowest choice for the list, but he plays early and produces creatures.

Land Suggestions. You may not need them, being mono-green doesnt mean there arent a couple good lands for your deck:

Oran-Rief, the Vastwood: While this is in play, most every creature you cast will get a counter. Basically a free boost for a little tempo loss.
Rogue's Passage: Does what it says, sometimes you only need 1 more hit to win. And it taps for some mana.
Pendelhaven: As long as this is untapped, a shock spell wont kill an elf! Kind of situational but useful.
Treetop Village: A forest that's also a 3/3 creature when you need it.

Again, these are just ideas to get you thinking about ways to improve your deck. The most important thing is to focus on what you want to do with the deck. Then get 4 copies of every card in your deck that makes that happen. Everything else after that should provide support, advantage or acceleration for those main cards.

Worthlessness1 on Budget Thantis, the Warweaver

4 years ago

Consider Regeneration, I think the regenerate ability would go along really well with the uncontrollable attack. Nurturing Licid Is perfect because it's basically two mana to save an important creature in a sticky situation and you can change the target afterward, too. Asceticism would be great, but it's not exactly budget.

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