Regrowth

Regrowth

Sorcery

Return target card from your graveyard to your hand.

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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
Unformat Legal
Casual Legal
Vintage Legal
Limited Legal
Duel Commander Legal
Modern Legal
1v1 Commander Legal
Canadian Highlander Legal
Leviathan Legal
Block Constructed Legal
2019-10-04 Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Legacy Legal
Commander / EDH Legal
Highlander Legal
Tiny Leaders Legal

Latest Decks as Commander

Regrowth Discussion

ChandraNalaar on Deforestation

1 week ago

My version is very much inspired of this list, and I've played it quite a lot. Although all those additions look super fun, the only one I'm considering right now is the MDFC version of Regrowth (Bala Ged Recovery + Bala Ged Sanctuary ). This deck has few creatures and about two landfall interactions (Lotus Cobra and Tireless Tracker), so I don't think Ashaya, Soul of the Wild or the landharmonicon effect in Ancient Greenwarden are a big plus for this deck, although a third crucible effect could be relevant (expensive though).

I'm mitigated about Scute Swarm, since I often find myself with a low land count on the battlefield. I usually tutor for lands that produce more than one mana in the early turns, and if I get back a bunch of lands from the graveyard with Splendid Reclamation, then I'm probably winning anyway. But it has high board-flooding potential, so it could be worth testing (-:

Anyway, that's my 2 cents on this

MTGBurgeoning on Gruul Stompy Featuring Xenagos, God of Revels

1 week ago

I have given some thought to what Zendikar Rising provides!

Personally, I do not feel enamored with Turntimber Symbiosis at the moment. That feeling may change, but this card seems like it will hurt big-time if it whiffs. Of course, the odds are against that happening, but this is Magic the Gathering and those kinds of shenanigans happen. In comparison, Summoning Trap, at instant-speed, can absorb a potential whiff more easily when cast at the end of an opponent's turn than watching helplessly as went up in smoke during our main phase. On the other side of the card, we have a Forest that enters the battlefield tapped unless we pay three life. Paying three life is not inordinately burdensome in our format, but for just ? Spidey senses are tingling all over the place, and I sense this card may be more harmful than beneficial in the deck. Let me know how Turntimber Symbiosis functions for you.

Bala Ged Recovery: I don't feel excited about this card. If the land entered the battlefield untapped it would receive more praise, naturally. This is a slightly over-costed Regrowth with the option of putting a land into play tapped. Honestly, I feel "meh" about this card. I don't plan on play-testing it or adding it at the moment. I prefer lands that don't enter the battlefield tapped, and printing a more expensive Regrowth on the other side of this card is not alluring enough for me to consider including it in the deck.

Of the cards you mentioned, I believe Moraug, Fury of Akoum provides the greatest power and synergy with our deck. This minotaur's inclusion seems inevitable for a Xenagos, God of Revels deck and motivates me to include Fabled Passage, Prismatic Vista and Wooded Foothills in order to increase the potential number of accrued combat phases in a turn. I envision having a biggun or two under our control, casting Moraug, Fury of Akoum and then playing a land. Perhaps it is one of the aforementioned lands, granting us with TWO additional combat phases. In this scenario and with Xenagos, God of Revels under our control, our creatures can REALLY get out of hand if we can drop a land or two. Although it currently is not in the deck, I am tempted to imagine how a Genesis Waved Moraug, Fury of Akoum develops. At worst, Moraug, Fury of Akoum is a monster that can whittle away opponents' creatures through combat. I definitely want to test this card!

Here are some cards I am either interested in testing or their inclusion is inevitable:

INEVITABLE: Cragcrown Pathway. Once a copy of this land becomes available, it will find its way into this deck and most likely replace a basic land.

INTERESTED: Inscription of Abundance is intriguing. At just , the options of gaining life equal to the power of one of our creatures OR having one of our creatures enter Fight Club are really versatile. Additionally, kicking this spell for just seems very reasonably costed, and we can choose both of the previously discussed options and put two +1 +1 counters on a creature. The entirety of those modes seem more valuable than . I also enjoy the potential political motivation of this card, as the +1 +1 counters and the life gain, respectively, denote "target creature" and "target player," not "target creature you control" and "you." I'll be taking a long look at Inscription of Abundance. It seems too good not to.

D'OH! If only Cragplate Baloth had trample!!

INTERESTED: I think Shatterskull Charger may be worth a look. Not kicking this creature brings it back to our hand at the beginning of our end step. With Xenagos, God of Revels under our control, paying and attacking with an 8/7 hasty trampler that is safe from sorcery removal seems strong. This reminds me of the dash mechanic. I think it is worth play-testing.

INEVITABLE: Lithoform Engine is an absolute powerhouse. I'm still in awe that this card was created. Seriously. I think consideration should be given to including this card in every EDH/Commander deck, right after Sol Ring. I do not exaggerate. Not only is Lithoform Engine the most powerful card in Zendikar Rising, it will be the next most-desired staple of the format. This is over-powered. This is beyond over-powered:

, Tap Lithoform Engine: Copy target activated or triggered ability you control. You may choose new targets for the copy. This is BETTER THAN Strionic Resonator, which currently resides in the deck.

, Tap Lithoform Engine: Copy target instant or sorcery spell you control. You may choose new targets for the copy. This is a personalized version of Reverberate or Twincast, and only costs . Think: Selvala's Stampede, Chandra's Ignition, Return of the Wildspeaker, Savage Beating, Summoning Trap, Skyshroud Claim.

, Tap Lithoform Engine: Copy target permanent spell you control. SERIOIUSLY!??

At the time of this reply, Lithoform Engine is, justifiably, the most expensive card in Zendikar Rising (aside from Box Toppers) and I predict it will be THE CHASE CARD of Zendikar Rising. I also believe that this set will be printed/opened into absolute oblivion due to the presence of the aforementioned Box Toppers and its tenure in Standard for the next two years. As a result, I plan to watch for potential price variations in Lithoform Engine and then accumulate as many as possible. This card is too good.

INTERESTED: There may be some mid- to late-game benefits to including Crawling Barrens in the land base. It seems like a decent mana-sink at instant-speed. Actually, I am surprised that this card did not include the dreaded "only at any time you can cast a sorcery" text. As an added value, we choose when to make Crawling Barrens a creature. As another benefit, it's only a creature until the end of the turn. This versatility is valuable to us and maddening to our opponents. All of these benefits reside ON A LAND. If Raging Ravine occupies a slot in the land base, I think there may be a place for Crawling Barrens as well.

At the moment, those are the cards that promote the greatest amount of fancy-tickling for me. I'm looking forward to Zendikar Rising and can't wait to crack them packs and feast on the goodies inside!

Ehsteve on Lord Windgrace Sits Behind A Chasm

4 weeks ago

Updates

So far there have been very few changes in the deck in a while, mainly because there have been very few things that have really added to the deck since Manascape Refractor.

With the Zendikar Rising spoilers though there are a few cards that stick out that deserve a mention as being potentially useful in this archetype:

Ashaya Soul of the Wild

Now this is very much like Multani, Yavimaya's Avatar except 1 cheaper and with no ability to recur itself (or bounce lands for discarding). That said it does ramp. In this particular deck I would have to say that the only way to really generate creatures quickly is Avenger of Zendikar, and even then they will have summoning sickness.

Valakut Awakening

This card has a lot of utility, the land is slow but it's an effect in a pinch. The only thing I will say to its greatest detriment is that it doesn't count as a land in the graveyard and cannot be searched like one. That said it's a pretty good filter/land combo.

Bala Ged Recovery

Pretty much an easier Eternal Witness on top of that the other side is a land, which can really help smooth out the mana on opening hands. Still not a land card in the library or graveyard which is a pain but it's about as easy to search up in this deck as an Eternal Witness and it's easier to cast (being one less green mana symbol). Again a candidate for smoothing out mana early game in green (which is the most key ramping colour) or making a landfall trigger on top of being a Regrowth, even if it is a bit more expensive. I honestly think it might be worth a serious thought about replacing Eternal Witness as there is pretty much no reanimation in the deck (unless you are including something like Volrath's Stronghold).

Tangled Florahedron

It's a mana dork that can also be a land, potential for a bit of ramp, potential for a landfall trigger, not exciting but certainly worth a mention.

Spitfire Lagac

I'm torn about this card because it has all the words but unfortunately it's not really how this kind of deck plays out. There are very few infinite landfall triggers so this is more of a value card. It will annoy and aggravate the board and draw attention to you for very limited gain. You make three landfall triggers in a turn? That's three damage...great, now you have everyone's attention.

Nissa of Shadow Boughs

If I didn't mention it, someone would bring it up, but this card just doesn't quite work in this deck unless you are a dedicated reanimation build. Play her for 4, drop some land, reanimate something, maybe drop a surprise from the hand once, then she probably dies. I think Nissa, Vital Force is still a much better card for utility being that she can retrieve permanents (including land) and has an ultimate that just works beautifully with the deck. However this new Nissa just doesn't really cut it with the current abilities.

Cragcrown Pathway

Beautiful card, it's just a shame it's not in GB, still a potentially good choice, the main thing going against it is the lack of land types and having to play it from the graveyard on it's Red facing.

Other Thoughts

  • I want to try adding Valakut, the Molten Pinnacle back into the deck at some point. I think there are enough ways to make everything mountains that it shouldn't be as bad as it was before.
  • Still want to add Castle Locthwain into the deck.
  • Haven't had time to test Command the Dreadhorde yet but I think it's a good potential addition.

multimedia on Riku of Two Reflections - Work in progress

1 month ago

Hey, some base numbers to consider when starting out a three color casual Temur deck:

Of course these numbers can be increased or decreased as you build the deck, but this is a good starting point with some cards to consider adding.


Any creatures or instant/sorceries you play think of them has having two additional mana in their mana costs that way you can get value from Riku. This means more creatures and instant/sorceries that are lower mana cost such as Coiling Oracle and Growth Spiral. Oracle and Spiral for two mana can help to get to five or more mana to cast Riku.

Legendary creatures are not the best with Riku because of the legendary rule. Only allowing you to have one card that's the same name in your control meaning you don't really want to copy a legendary creature with Riku. The token copy still triggers any ETB abilities, but then you remove the token copy and keep the original legendary creature.

Some budget win conditions with Riku

  • Biovisionary + one copy of Biovisionary + Twinflame
    At beginning of your end step resolve the Biovisionary win the game trigger before the Twinflame exile tokens trigger which wins the game before the tokens are exiled. Biovisionary is also good with clones such as Phyrexian Metamorph. With Riku in your control get Biovisionary onto the battlefield, make a copy of it, clone it with Metamorph and make token copy of Metamorph gives you four Biovisionarys. Twinflame also combos with Dualcaster Mage for infinite Dualcasters who can attack with haste.

  • Ral, Storm Conduit + Fork Expansion / Explosion/Reverberate/Twincast
    With Ral in your control cast a Fork, copy it with Riku. Let the copy resolve and then copy the original Fork still on the stack. Resolving the Fork copy then copying the original Fork makes a copy instant loop which does infinite damage to your opponents one at a time with Ral. These Forks are good with Riku outside the combo because for four mana you can copy an opponents spell twice. Forks are nice in multiplayer Commander where you have many opponents who are casting instant/sorceries you could copy.


Some of other cards $5 or less each that are good with Riku

Budget Lands

More Expensive Lands

SynergyBuild on Spellchaser UG Turns

1 month ago

DeinoStinkus Nah, with Mystic Sanctuary, every fetchland is that.

I don't need a 1 mana version that is just the same effect with no upside. If I wanted that, I'd get a Regrowth so I could at least cast it on the same turn.

AAA1003 on Simic

1 month ago

Arboreal Grazer, Risen Reef, Leafkin Druid, Growth Spiral for early game ramp. Ditch most of the 1-4 mana creatures, they gain counters way too slowly to be relevant.

Galloping Lizrog into a ramped up Nimbus Swimmer is probably your best go to lategame choice. You can use Progenitor Mimic to either copy one of these again, or copy Risen Reef either for emergency ramp or for a massive bait your opponent needs to take.

4 of each of these should be 28 cards. I'd suggest you run 26 lands instead of 24, to draw maximum value from the extra land ramp.

The remaining 6 slots, I'd suggest 2x Regrowth (to revive any creatures that you lost to removal) and 4x Condescend (you should usually be able to spare enough mana to get a good X value for it).

multimedia on Xenagos? More like Xena-gross!

1 month ago

Hey, there's lots of ramp here which makes 39 lands more than you really need. Consider cutting some basic lands for other cards?

Cards to consider adding:

Cards to consider cutting:

Good luck with your deck.

irain on CS Oracle

1 month ago

Thank you SynergyBuild

I try out the card Reap a few times on of those online site to plays edh . But it didn't really work out the way I expected it to work out . But most of the time we just need the one card so Regrowth or Noxious Revival would be a better option in my opinion

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