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Moxonomy

Refresh

Instant2 generic manaGreen mana

Regeneration in the abstract is a dead spell: you cast it, the creature survives, and you have spent a card to do nothing your opponent could not have seen coming. Stapling a cantrip onto the back end is the design fix, and it changes the math entirely. The card draw means the spell replaces itself whether or not the protection ever gets used, so a wasted hold-up costs nothing but the mana. That converts regeneration from a reactive panic button into a green attrition tool: you can leave it up against a board wipe, against a removal-heavy opponent, against combat math you are not sure of, and if none of those threats materialize, you draw a card on the end step and move on. Green has rarely been allowed to sit on instant-speed interaction without a penalty; the cantrip is the concession that lets this one be held without the usual feel-bad of a spell rotting in hand. The effect itself is narrow (regeneration only answers destruction and lethal combat, not exile or bounce or negative toughness), but the floor is the point. Even when the regeneration line never comes up, the card is never blank. That is a quiet but durable bit of design philosophy: an interaction spell whose worst case is still a fair rate.

Refresh (ody)
ODY · #264common
Pricing
Normal: $0.09
Foil: $0.74
Oracle Text

Rules text

Regenerate target creature. Draw a card.
Legalities

Format Status

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