Regrowth

Regrowth

Sorcery

Return target card from your graveyard to your hand.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Regrowth Discussion

SOTC on Chatterfang´s Karre

1 week ago

Hey Fridulina, what a cool deck! I love the theme; token shenanigans are a particular favorite of mine. As it stands, this deck has 105 cards - let's shave it down to a legal 100, and see if we can't make it a bit more focused to boot :)

Cards to Add
- Additional recursion and protection cards keep Chatterfang and your other combo pieces in the game. I have to say I love the addition of Gyome, Master Chef - he interacts excellently with all your deck's pillars, and keeps both you and your important creatures alive. Economical ways to keep your general around are Kaya's Ghostform and Aspect of Mongoose. The former recurs him no matter what; the latter keeps him from being targeted, and should he get board-wiped, you still get the Aura back! In a general sense, picking up a Regrowth is just an all-round good idea: you can go fish for anything you lose.
- Consider using Mycoloth, as it synergizes fantastically with this deck. As a mass sacrifice outlet, a big stompy creature, and a prolific token generator all in one, this Fungus has it all.
- Though expensive at , Nadier, Agent of the Duskenel can get huge real fast in this deck, and removing him only worsens your opponents' problem.
- For reliable card-draw, an Idol of Oblivion and a Species Specialist will do tons of work here. They also have supplemental uses in providing creature bodies to swing and block with.

Cards to add: 7

Cards to Cut
- I'd say Squirrel Sanctuary & Squirrel Nest don't really work fast enough to warrant their mana costs. Additionally, this deck doesn't exclusively lean on Squirrels but has a general token-value theme, diminishing the synergy they may have had in a pure tribal deck.
- Mitotic Slime is somewhat over-costed for its effect. If there would be a reliable way to keep sacrificing and recurring it, it would be quite a bit better.
- Avenger of Zendikar works better in a landfall or Plant deck; here it's a token maker that only occasionally buffs those tokens, provided it and they even stick around. For , that's not very spectacular.
- Sifter of Skulls and Golgari Germination both suffer from the 'nontoken' element in their rules text. While this deck is all about tokens kicking the bucket, you don't really want to lose any of your 23 creature cards - most of them only provide value while they are alive, and you want to save recursion for your commander.

On single-use spells in EDH
This deck runs into a problem many Commander players encounter: that of smaller, value-providing instants and sorceries underperforming in EDH. Cards like Read the Bones, Sign in Blood, Chatter of the Squirrel, Skeletal Scrying, Village Rites and Scatter the Seeds can be played only once or twice, unless your deck runs permanent-based recursion effects to keep bringing them back. As a rule of thumb for EDH, if you want to include an instant or sorcery, its effect should be at least one of these:

  1. Dramatic: powerful game-changing effects, as on Kindred Dominance;
  2. Permanent: ramp spells such as Three Visits are a good example;
  3. Reactive: capable of selectively enhancing or protecting one of your cards, negating an opponent's (more expensive) spell - i.e. a Professor's Warning to stop a removal effect.

These criteria are born from necessity - in EDH, you don't have a single opponent to defeat, but three. In a two-player game, a Village Rites gives you a one-card advantage over your opponent - you spend one, and gain two. In a four-player game, with each of your opponents drawing a card for turn, you have accrued a one-card deficit.

With that in mind, I'd recommend culling the aforementioned instants and sorceries. This deck already has powerful card-drawing (Toski, Bearer of Secrets) and token-making (Chatterfang) effects available to it. Trust that they will do the job well.

Cards to cut: 12

Wrapping Up
And with that, we're down to 100! I hope this helps you streamline the deck, so you may overrun your foes with a horde of vengeful rodents. Good luck!

seshiro_of_the_orochi on Aggressive Breakdance Fighting

1 week ago

I had hoped to see a Gallia list when I klicked on the deck, and I'm pleased I've been correct. Very cool!

I have no experience with Gallia in EDH, but from my 60 card casual satyr list, I've learned that Regrowth spells are great with her in case you need something you discarded earlier. This idea should work here, as well.

multimedia on Im new to this

1 month ago

Hey, well done for being new, for less than $50 you put together a deck and included many untappers which are good with Garth. Interesting Wizard subtheme with Azami.

These are all staple budget cards in Commander and other than Sol the other cards are rainbow ramp/color fixing for five colors.

You lack a win condition, a game plan to win the game. Jeskai Ascendancy can combo with Retraction Helix + Sol Ring or Everflowing Chalice to make all creatures you control as big as you want, loot (draw/discard) as much of your deck as you want and Sol makes extra colorless mana.

When you control Ascendancy target Garth with Helix. If you control Sol then tap it to make two colorless mana and tap Garth to return Sol to your hand. Cast Sol for one mana which triggers Ascendancy to untap Garth and repeat. Use this combo to make Garth huge to attack. Regrowth cast from Garth can recur Helix to make this combo repeatable.

Unblockable is a powerful ability to give a high power Commander since you only have to do 21 Commander damage to a player for them to lose the game. Whirler Rogue's activated ability can make Garth unblockable and Whirler is a creature who benefits from blink to create more Thopters.


Consider expanding on blink with more repeatable sources? Teleportation Circle is good, but more repeatable blink will give you more chances to reset Garth and since you have so many untappers that's kind of important to get more out of Garth especially with Jeskai Ascendancy and Murkfiend Liege. Soulherder can repeatedly blink Garth at your end step. Brago, King Eternal can repeatedly blink Garth when it attacks and does combat damage to a player. When this happens Brago triggers to blink any amount of nonland permanents you control which includes Garth as well as any creatures who have an enter the battlefield trigger.

An effect that's good with Garth, blink and untappers is haste, to be able to tap Garth the same turn he enters the battlefield (ETB). Temur Ascendancy gives Garth haste as well as repeatable draw since Garth and Shivan Dragon have more than 4 power. With Ascendancy and blink from Soulherder right after Garth ETB then you can tap him to cast any one of the three instant options: Disenchant, Terror or Braingeyser. Only one of these three because you're blinking Garth at your end step which is not a main phase.

Brago, King Eternal's blink is different since it happens at the end of combat meaning that at your second main phase if Garth has haste he can tap to cast any of the options including the sorcery speed options: Black Lotus, Regrowth or Shivan Dragon.

If interested I offer more advice in another comment. Good luck with your deck.

zapyourtumor on Trample Tribal

2 months ago

Regrowth is generally not that good in a deck like this unless you build around it.

Instead of using Farseek, Kodama's Reach, and Fellwar Stone for ramp (EDH ramp), I'd use more mana dorks like Elvish Mystic and Arbor Elf (Ignoble Hierarch is really good but expensive). You can also use the Utopia Sprawl package with Arbor Elf (or go up to 4 Fertile Ground if its too expensive).

Lightning Bolt is good removal.

Mwonvuli Beast Tracker isn't worth it unless you are running a toolbox package of 1-of creatures you can tutor up for specific situations.

Aeriosis on Garth One-Eye ETB, Tap, & Blink

3 months ago

No problem zach3584! I noticed that Freed from the Real and Pemmin's Aura do get destroyed when you blink him, however, with Regrowth you can bring him back and reattach either to him then pass the turn to see what you may need to tap him for. It may not work all the time since we don't have a good flash mechanic in the deck, but I do believe that the deck is deceptively deadly with Shivan Dragon and Chromatic Lantern.

I feel like I saw Trading Post in this deck a while back; maybe there was a change? I feel that Trading Post and Skullclamp work really well together since you are losing 1 life and 1 mana and then another 1 mana to attach, to draw 2 cards.

multimedia on Landfall

3 months ago

Hey, nice version with a very low budget.

Some budget changes to consider:

Rampant Elephant is a white card which can't be played when green/red Omnath is your Commander. The majority of these suggestions are good repeatable draw sources. I think you can afford to cut a few lands for some lower CMC spells. 46 lands is still a lot.

If interested I offer more advice. Good luck with your deck.

multimedia on The Big Bad Wolf Pack v2

3 months ago

Hey, well done on a budget for your first deck, nice Huntmaster of the Fells  Flip.

Some budget cards to consider adding:


Some cards to consider cutting:


Some budget land upgrades to consider:

Good luck with your deck.

AstroAA on [EDH][Primer] Sythis Enchantress Prison

3 months ago

KyleWynne22 I admit, I don't use Regrowth all that often, as half the time I exile my own graveyard with Rest in Peace or stop all interaction with Ground Seal, however, I do think it deserves a place in the deck just for the sake of having the chance to recur things.

As for Regrowth vs. Bala Ged Recovery  Flip, it does the exact same thing as Regrowth but for one more mana as you said. I think the point of interest for the card is the fact it can be a land, but I despise lands that enter tapped. If you look at the mana base for the deck, nearly all the lands either enter untapped or have a condition for entering untapped. The only reason Scattered Groves is in the deck is because it can be fetched for and I can cycle it if I need to draw a card. The fact that Bala Ged Recovery  Flip is a simply worse Regrowth or a simply worse Forest makes me dismiss the card completely.

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