Regrowth

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Oldschool 93/94 Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
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

Regrowth

Sorcery

Return target card from your graveyard to your hand.

Browse Alters

Regrowth Discussion

zombiewarfare on Riku of Two Reflections

19 hours ago

Riku is a fun commander and can be built many ways. Generally, you want creatures with useful or powerful enter the battlefield abilities to make token copies of and generate extra ETB triggers and spells that scale up well when copied. Acidic Slime , for example is a fantastic creature for this deck. Using the ability plus the cost of the creature is mana intensive, so some more ramp might be useful. Creature ramp like Wood Elves and Farhaven Elf can be copied once your commander is put and ramp you early while for spell based ramp it is hard to beat Nature's Lore , Cultivate , and Kodama's Reach . Some recursion like Eternal Witness , Regrowth , and Archaeomancer can get key stuff back that has been destroyed and refill your hand as the game goes on. Cuts I would make to make room for some of those things would be Chalice of Life  Flip since you are not doing much life gain, and some of the more generic creatures like Beast of Burden , Turntimber Basilisk , and some of the other big beaters. Oh, also, Mulldrifter . Amazing and super extra amazing if copied with Riku.

GhostChieftain on Board wipes & land destruction

1 week ago

Eternal Witness , Finale of Devastation , Creeping Renaissance , Deadwood Treefolk , Genesis , Greenwarden of Murasa , Hatchery Spider , Moldgraf Monstrosity , Nature's Spiral , Noxious Revival , Paleoloth , Praetor's Counsel , Regrowth , Reincarnation , Revive , Seasons Past , Skullwinder , Verdant Confluence , and Wildwood Rebirth are all reasonable options and I am sure I am missing a few since I was going through this quickly at 2 am.

With mono g I would say get 3 or 4 of these and focus on keeping a full grip of cards even if it means cutting a few of your worst wurms to make it so you get to your good wurms faster. A Duskwatch Recruiter  Flip is more helpful to you than something like Duskdale Wurm . Good draw and tutors make a deck much stronger than one just jam packed with big dudes.

There are also a few indestructible creatures that can be used if there are far too many board wipes to recover. Spearbreaker Behemoth , Impervious Greatwurm and Nylea, God of the Hunt are pretty fitting cards for wurms imo.

6 player games can be fun, but you are right, some decks don't really function well with that many. I always prefer 4 player games.

bushido_man96 on And The Wurms Ate Into His Brain (Atla)

2 weeks ago

Heck, I'll pitch in. I really enjoy this stuff...

Point 1: Argothian Wurm could probably be cut, unless you feel it's worth experimenting with. A 6/6 trample for 4 CMC is a good deal. If you find he doesn't perform, ditch him.

Point 2: Life gain doesn't seem to be the theme of the deck, so I wouldn't look to keep those cards around for incidental life gain. I'd say 90% of the time, Voracious Wurm is going to be a 2/2 do-nothing for you. Mana dork would be better, or another mana rock. Pelakka Wurm is still a fatty, though, and you could probably keep it. Mayael's Aria is a nice alternate win-con, and if you like having alternate win-cons, then it's worth keeping. If it gets blown off the board all the time, then at least you're sucking resources. Cut at your own discretion.

Point 3: Saltskitter . I don't see an issue with keeping it. It's cute, but not useless, and you need something in the 4 drop slots.

Point 4: Naya Charm . Modal spells are always nice, and although one of the modes might not be as useful, you never know when you might have to trip up a token army. Clearing a path for combat is always good, and Regrowth or or Eternal Witness are always good cards; this one is at instant speed. Worth running, I think. What I would consider is replacing Swords to Plowshares with Generous Gift . More flexibility.

Point 5: Lurking Predators could probably be cut and not be missed. Helps with your commander isn't on the field, but is replaceable.

Point 6: Mayael's Aria - see above.

Point 7: The Planeswalkers: I'm mixed on the inclusion of Planeswalkers. What I do is evaluate the + and - abilities. You've done that pretty well with Garruk. He can at least protect himself with beasts, and at worst, he's another copy of Rishkar's Expertise for you, which isn't bad. He's worth keeping. I'm not as sold on Vivien. First turn, she either gets you a land (because you usually want to keep the creatures in the library), or is a Beast Within for 5 CMC. Not a good trade in my mind. Her ultimate is great, but if your group let's you ultimate her, then they're a bunch of idiots.

Point 8: The creature droppers. Like you mentioned earlier, you're going to end up with creatures in your hand, whether you want to or not. These will help you drop them at the end of an opponent's turn, providing pseudo-haste, which is not bad, and gets around counter spells for the most part. The Piper is the best of the bunch as far as cost goes, but fragile because it's a creature. If I was going to cut one, I'd probably cut Quicksilver Amulet in this deck.

Hope that all helps, and I look forward to seeing other opinions, too.

Roshi_Fluttershy on Nissa is an Oathbreaker

2 weeks ago

I know we're 9 cards over at the time of typing this, but I cant help but notice no Regrowth and no Mystic Confluence . As Foretold also works well with Ancestral Vision , but I can see not including that card. Rashmi, Eternities Crafter seems like an auto include, as well as Seedborn Muse and Prophet of Kruphix (the latter of which is notably NOT banned in OBK)

SideBae on Devouring Despair

4 weeks ago

So the main bonus of green in EDH is its access to mana dorks. Llanowar Elves , Elves of Deep Shadow and Orcish Lumberjack all belong in this deck, and you may want to find a place for Elvish Mystic , Priest of Titania , Fyndhorn Elves , Birds of Paradise , Deathrite Shaman , Arbor Elf and/or Bloom Tender . Note that Arbor Elf is especially powerful if you end up running cards like Wild Growth , Elvish Guidance and/or Wild Growth . Dorks will accelerate you early game and provide sac-fodder in the late game.

Regrowth is a strictly-better Nature's Spiral .

Faithless Looting is a really good source of card selection for one mana. You're probably going to want to run it, as it makes a lot of mediocre hands much more keepable.

Green Sun's Zenith is a great card to consider, especially since you're already running Dryad Arbor . If you cast Green Sun's Zenith turn one for X = 0, you can fetch Dryad Arbor right away. It's a good form of one mana ramp outside dorks and enchant-lands.

A lot of your dudes are gonna die in a sacrifice deck. In order to get card-advantage out of this, you should run Grim Haruspex , Midnight Reaper and/or Harvester of Souls . Unfortunately, these don't trigger with token-deaths, but they'll still help a lot. Deathreap Ritual is similarly powerful and triggers with token deaths, though it only triggers once a turn.

Speaking of card-draw, you have access to some good stuff there. Painful Truths is a three-mana draw-three I've been very impressed with, and Shamanic Revelation is also helpful. From a permanent-based point of view, Phyrexian Arena and Slate of Ancestry are the way to go.

A lot of your removal are one-for-ones (see Terminate , Hero's Downfall , Doom Blade , etc.). In general, I find one-for-ones are usually not very powerful in a format with three opponents, as you're facing three times as many cards as you have. Your Damnation is a great start; consider Toxic Deluge , Hull Breach , Decimate , Casualties of War , Windgrace's Judgment , Reckless Spite , By Force , Ancient Grudge , etc. I've found these to be more efficient, and therefore more powerful, than one-for-ones. Some one-for-ones, though, are so tough to counter or are so efficient as is that they're worth including: Nature's Claim and your Krosan Grip come to mind.

Runes of the Deus comes to mind as a good way to force through commander damage.

Command Tower , City of Brass , Mana Confluence , Reflecting Pool , Forbidden Orchard , Exotic Orchard and friends are all good ETB untapped lands to consider.

I've always liked Smallpox , both in general and in EDH. You might have luck with it in this deck; similar cards include Innocent Blood , Smokestack and the card Pox itself. If you choose to go the Smokestack route, Bitterblossom and/or Ophiomancer are worth considering. They might be worth considering anyways, though.

Spellbreaker Behemoth is an efficient creature that disrupts countermagic. Harsh Mentor , Pyrostatic Pillar , Eidolon of the Great Revel , Shattergang Brothers or Stranglehold are similar ways to punish opponents while having good cards on your side.

Finally, you should consider Overrun effects as secondary win-conditions. Using Natural Order to grab Craterhoof Behemoth while you have a wide board can easily win you the game; Green Sun's Zenith or Chord of Calling also do the job, though they're more expensive mana-wise and therefore worse. Triumph of the Hordes is a similar card that can snatch games, though it cannot be tutored as easily.

Ok! Good luck -- that's all I got.

SideBae on Omnath EDH

1 month ago

So the main advantage of green is being able to land a dork on turn one, enabling a three-mana commander to hit the table turn two. You're already running Birds of Paradise , which is easily the best turn-one dork; you should definitely be running Llanowar Elves , Fyndhorn Elves , Arbor Elf and Elvish Mystic . One-mana ramp also includes Utopia Sprawl and Wild Growth , which are especially good in conjunction with Arbor Elf . Finally, note that turn one Green Sun's Zenith for X = 0 fetches Dryad Arbor , if you choose to run the arbor with your GSZ. Joraga Treespeaker and Priest of Titania don't land your general turn two, but are powerful all the same.

If you choose to run more dorks, then go-wide green strategies are very much on the table as win-conditions. If you have Craterhoof Behemoth , landing it with a couple dorks is usually enough to kill an opponent or two outright. Including Natural Order means that you can get the 'hoof daddy out for four mana. Running God-Eternal Rhonas is similar, and is especially good if you fetch him with Finale of Devastation with X = 10 (it'll give all your dudes at lease 20 power). Tooth and Nail and Chord of Calling are other good ways to tutor your fatties out fast. Finaly, Triumph of the Hordes is an excellent 'oops I win' card, as in EDH you still only need ten poison to die.

If you end up running a more 'go-wide' strategy than voltron, you can cut some or all of your equipments. This will allow you to run significant artifact hate. In EDH, almost all non-green decks rely heavily on artifact ramp for their mana, and running something like Collector Ouphe can be lights-out for a lot of opponents. More generally, hatebears and stax-pieces are abundant in EDH; consider Prowling Serpopard , Manglehorn , Root Maze , Hall of Gemstone , Dosan the Falling Leaf , Vorinclex, Voice of Hunger and friends as methods of hating out various decks. If you run dorks, Winter Orb is virtually asymmetric. Similarly, color-dependent cards like Carpet of Flowers or Compost can also be powerhouses. Veil of Summer or the worse Autumn's Veil are all also pretty good for fighting counters.

Land-wise, I think Ancient Tomb is much better than Temple of the False God , and that Growing Rites of Itlimoc  Flip is definitely worth including. Nykthos, Shrine to Nyx is also kinda bonkers; pairing it with Deserted Temple is good.

There're some creatures you should consider. Eternal Witness , as a creature-based Regrowth , is awesome if something you need gets countered. Beast Whisperer , Soul of the Harvest , Regal Force and Tireless Tracker are good sources of card-advantage. Fierce Empath is good for tutoring up threats, and will make your deck more consistent. Selvala, Heart of the Wilds is both a semi-reliable source of card-draw and also can close to double Omnath, Locus of Mana 's power. Wirewood Symbiote can recur ETB triggers, like Reclamation Sage or Elvish Visionary , while also generating mana.

Speaking of consistency, Worldly Tutor and Sylvan Tutor are great to finding whatever creature you need. Rishkar's Expertise and Genesis Wave are great sources of card-advantage, and that's pretty much like tutoring if you have enough of it.

Finally, you may have good luck with two-mana land-ramp (like your Rampant Growth ) rather than four-mana land-ramp (like your Peregrination ). Nature's Lore or the Portal version, Three Visits , are both great.

Good luck! That's all I got. I'm not good at playing green, but hopefully you found something worth including above.

whidye on Sultai Slap

1 month ago

Time walk version (approx): -1 Sol Ring -1 Mana Crypt -1 Umezawa's Jitte -1 Mind Twist -1 True-Name Nemesis

+1 Time Walk +1 Vampiric Tutor +1 Kefnet, God-Eternal +1 Sylvan Library +1 Regrowth

Went 3-1. R1: Mono blue turns (2-1) R2: RDW (2-1) R3: Medium Red (0-2) R4: Rakdos Aggro (2-0)

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Regrowth occurrence in decks from the last year

Commander / EDH:

All decks: 0.05%

Green: 0.25%

Golgari: 0.16%