Regeneration

Enchantment — Aura

Enchant creature (Target a creature as you cast this. This card enters attached to that creature.)
{G}: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)

CMC
2
Mana cost
{1}{G}
Color identity
G
Rarity
common
Set
Mirage
Price
$0.13
EDHREC rank
#15594
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Regeneration card art
Regeneration keeps a creature alive through destruction once per turn at the cost of tapping it and spending {1}{G} to enchant it in the first place — a heavy tax for a conditional shield. In a format full of exile-based removal, Regeneration is obsolete; there are cheaper, sturdier ways to protect your creatures.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

In Commander, Regeneration is nearly unplayable — exile removal like Swords to Plowshares, Path to Exile, and Generous Gift is the default, and Regeneration does nothing against any of it. Competitive and casual Legacy and Vintage tables have never had a reason to run it either, given how rarely regeneration as a mechanic lines up with the threats those formats present. Pauper is the closest thing to a home, where removal is more destroy-heavy, but even there the enchantment investment and tap clause make Regeneration a poor rate compared to just running a creature with regeneration built in. The honest verdict across every legal format is the same: the mechanic has been power-crept out of relevance.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.13 bulk tier

At $0.13, Regeneration is deep bulk — the kind of card that ends up in a dollar box and never leaves. The price accurately reflects demand: near zero, and unlikely to shift absent a niche reprint product or nostalgia spike.

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Mentioned

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    Updated . Data from Scryfall, EDHREC, and Commander Spellbook.