Regeneration
Stapling a regeneration shield onto an Aura is the structural choice that makes this card both interesting and obsolete. Pay green and the shield resets every turn, indefinitely, as long as the mana keeps coming: a permanent fount of protection where contemporary green prices the same effect as an instant or a sorcery-speed pump. The Aura framing is the liability. Auras carry a two-for-one risk that early designers underweighted: kill the creature with this still attached and you lose both cards, and regeneration answers nothing that exiles, demands a sacrifice, or hands out -X/-X, effects that were rare in green's early combat-trick era and are everywhere now. It also belongs to a design vocabulary the game has since retired. Regeneration was once a keyword the rules text spelled out in full every printing, with its fiddly tap-and-remove-from-combat side effects on display; later sets folded the combat-saving job into hexproof, indestructible, and protection, which do the work cleanly and without the baggage. This was a period when green was still mapping the edges of its slice of combat tricks, building shields against the threats that actually showed up across a table. What reads as a cheap evergreen trick is really a snapshot of a removal environment that no longer exists.

Rules text
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Other printings
- Tenth Edition#290
- Tenth Edition#290★
- Ninth Edition#265
- Ninth Edition#265★
- Eighth Edition#275
- Eighth Edition#275★
- Seventh Edition#265★
- Seventh Edition#265
Show all 22 other printings
- Classic Sixth Edition#248
- Fifth Edition#321
- Mirage#236
- Ice Age#259
- Fourth Edition Foreign Black Border#268
- Fourth Edition#268
- Summer Magic / Edgar#213
- Foreign Black Border#213
- Revised Edition#213
- Collectors' Edition#214
- Intl. Collectors' Edition#214
- Unlimited Edition#214
- Limited Edition Beta#214
- Limited Edition Alpha#213






















