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Moxonomy

Call Damage Control

Sorcery1 generic manaGreen mana

Regrowth has spent decades being a single-target spell that returns exactly one card of any type from the graveyard to hand, and the design tension of green recursion has always been how far to widen that generosity without letting green quietly outvalue every other color. This is the modal answer: two returns instead of one, but each pointed at a different permanent category, so you cannot use it to twice-fetch the same broken creature or double up on a land engine. The one-per-type constraint is doing the balancing work. You get breadth (a mana rock and a fatty, a fetchland and a stax piece) rather than raw redundancy, which pushes the card toward toolbox recovery instead of loop-fuel. It also cannot touch instants or sorceries, keeping green out of the spell-recursion lane that black and blue guard. The sorcery-speed clock matters too: this rebuilds a board on your own turn rather than ambushing at instant speed, so it functions as a reset button, not a combat trick. The effect is generous on rate for two mana, but the type-partitioning is a deliberate ceiling: it is a scaffold for climbing back into a game across several axes at once, not a way to bury an opponent under repeated copies of your best single card.

Call Damage Control (msh)
MSH · #162common
Pricing
Normal: $0.15
Foil: $0.28
Oracle Text

Rules text

Choose up to two. Return those cards from your graveyard to your hand. • Target artifact card. • Target creature card. • Target enchantment card. • Target land card.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
Legal
Timeless
Legal
Standard Brawl
Legal
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
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