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Moxonomy

Reknit

Instant1 generic manaGreen or White mana

Regeneration almost never travels as a standalone instant: the mechanic spent most of its life stapled to a body or burned off a creature's own activated ability, where the shield was tethered to something already on the battlefield. Stripping the effect down to a clean two-mana protective spell, payable with green or white in any combination, is the whole conceit. The choice to target "permanent" rather than "creature" is the genuine quirk. Regeneration as a keyword only ever matters to things that are destroyed and can be regenerated, so the broader wording mostly future-proofs against odd cases rather than expanding the card in practice; still, an artifact or enchantment staring down destruction can be saved exactly as a creature can. As combat-trick math it does what a thousand protective instants do, trading one card to blank a removal spell or an ugly block. What sets it apart from indestructibility or a flash blocker is the route it takes: the oldest defensive mechanic in the game, sold loose, paid for in whichever of two colors your board happens to produce.

Reknit (shm)
SHM · #236uncommon
Pricing
Normal: $0.23
Foil: $0.99
Oracle Text

Rules text

Regenerate target permanent.
Legalities

Format Status

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