Regrowth

Combos Browse all Suggest

Legality

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

Regrowth

Sorcery

Return target card from your graveyard to your hand.

JBTomero on Hazezon's Always Got It - [PRIMER] Update 10/02/26

5 months ago

JaymeRoolz42069: Good question - currently Strip Mine is not part of the meta I play in, so I haven't given it much investment. Slower effects like Avalanche Riders come up from time to time, and when they do FotD is such a powerful card I think 'oh well fair enough'. Vesuva making a second FotD copy does a good job preventing this.

Hazezon can handily win without FotD, it just needs enough time and space that FotD easily provides. Even if they remove it, it might be too late.

But if Strip Mine was a more prevalent problem, I'd consider Life from the Loam, I'd trade Flashback for Regrowth, and I'd add the new Petrified Hamlet to my land-tutoring toolbox. Other options: Sevinne's Reclamation, Undergrowth Recon, Bala Ged Recovery, Eternal Witness, Crucible of Worlds, Conduit of Worlds etc

But ultimately, and why there's something of a disarmament agreement in my meta, is that if my opponents used Strip Mine against me a ton... I'd add and use Strip Mine against them. And with all my land-tutoring I think they'd regret it.

legendofa on

7 months ago

Jank idea: Praetor's Grasp, spammed with Eternal Witness, Regrowth, Treasured Find, etc. to take everyone else's win cons. Supplement with targeted land destruction: Sinkhole, Icequake, Mwonvuli Acid-Moss, etc. It'll probably be terrible and get you hated out, but it's a thought.

pyyraus on Yurlok of Scorch Thrash Mana Burn

8 months ago

The mana base needs some improvement. Playing only 33 lands is not enough in a deck that cares about lands as much as this one does. All the land mana doublers are more and more powerful with every additional land- up to a point, but you're well away from that. I'd try to go to at least 37 and up to 39 with the current amount of lands-matter cards. Specifically adding some basic lands so you can get more out of cards like Lavaleaper which currently only works with three cards in your deck. This would also encourage adding more land ramp spells like Cultivate and Kodama's Reach. I would recommend switching to these spells independent of any other details of the deck because you can easily remove cards like Arcane Signet and Chromatic Lantern to make room for instants and sorceries; I personally almost never run Chromatic Lantern in green decks because of these spells. I also think you can drop Animist's Awakening for a more consistent spell like Three Visits, Skyshroud Claim, Migration Path, or even Hour of Promise. It's an okay mana sink but it's not great when in the early turns when you need to get lands but don't have mana to put in. And when you have a lot of mana, you don't necessarily more lands. I think the few mana dorks you have are good and you're not running the more redundant ones like Elvish Mystic, etc.

I think the deck's removal package is solid but could use a few more targeted non-creature removal spells to work with Assassin's Trophy- currently, the only card that can really hits those; maybe good ol' Beast Within? I do like Comet Storm as a mana sink & removal in one card but I don't think it fits the wrath slot as it's more of a multi-targeted removal spell. That doesn't necessarily drop it but I strongly recommend at least one more consistent wrath for a more passive deck like this; Blasphemous Act and Damnation off the top of my head are solid.

Apart from that, I feel like there is a good mix of mana sinks and sluggey effects at the core and the card draw and is good. However, I think it can be improved by dropping some miscellaneous cards to make room for improvements to the aforementioned categories.

  • Vexing Shusher/Destiny Spinner: this is a good ability but Hexing Squelcher is better and I don't think you need this much redundancy especially since these only protect from a single, impactful granted, type of threat

  • Heartstone: this doesn't reduce Yurlock's ability due to the wording- does it work with something else I'm missing?

  • Regrowth: Eternal Witness is honestly just better because it comes with a body

  • Leyline of Abundance: I don't think this is really worth it with only four creatures that add mana; I think 8 mana is a bit awkward for a mana sink and the counter aren't super great in a deck that doesn't like combat that much

  • Scytheclaw Raptor: I'm not definitively recommending you to drop this but it seems a bit weak on paper

  • Torment of Hailfire/Exsanguinate: at least one pls :(

hyalopterouslemur on Making copies

8 months ago

Asceticism is nice. Riku has a serious problem with costing five mana, requiring even more mana to use his abilities (Copying a Regrowth will set you back .) and, as a nonblack 2/2 with no protection abilities of his own, being vulnerable to just about every commonly played removal. (I guess he's not vulnerable to the new "Plummet Plus" modal spells like Sarkhan's Resolve and Broken Wings? Or to Reprisal effects or a lot of white removal. But those are niche at best.) While Asceticism won't stop all removal, it will stop enough.

hyalopterouslemur on Thinking about how we evaluate …

8 months ago

Well, my point was originally that what matters depends on your deck. (I forgot Birthing Pod shenanigans.) And that YouTubers need to understand, you can't just say this card rox/this card sux.

Re: Skullwinder, it's because it's not really card advantage, I'd imagine. Neither is Regrowth, but there's just a prejudice against giving opponents options. (Group hug does nothing but enable combo degeneracy.)

theNeroTurtle on Thinking about how we evaluate …

8 months ago

I also want to totally point out that deck synergy matters the most. For example, Hater is terrible if you are running a deck that focuses on dumping your life as a resource. Regrowth is good, but what does it do for the deck outside of what the card itself does on its own really does matter. Playing good cards that do things for the build is better than just playing good cards.

plakjekaas on Thinking about how we evaluate …

8 months ago

You can't Chord of Calling or Green Sun's Zenith for a Regrowth. Most green decks are built to leverage The Great Henge more than, say, Whirlwind of Thought. That's why Eternal Witness has become massively more popular in EDH than Regrowth ever could. You can Ephemerate, Reanimate, Heat Shimmer or Clone your Eternal Witness, while Regrowth has a lot less ubiquitous synergy pieces.

Weirdly enough, Snapcaster Magefoil never became as popular, even though the utility is very similar; a 2/1 human creature that grabs something from your graveyard to reuse. I think if Snapcaster were more popular, Regrowth would be as well.

legendofa on Thinking about how we evaluate …

8 months ago

Different card types, different uses. As you say, for more you get a ton of utility. Even without other synergistic effects, you're effectively getting a 2/1 creature for with no extra card opportunity cost, which is far from a bad deal. I would call Eternal Witness a side-grade of Regrowth, and let the context of the deck determine which to use. It's not like green has problems producing extra mana or using creatures.

Load more