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Moxonomy

Renewal

Sorcery2 generic manaGreen mana

A study in how not to build a ramp spell. The math is upside-down from the start: it sacrifices a land to find a land, so the net effect on your battlefield is a sideways shuffle, trading one source for another of your choosing rather than adding to your count. The compensation is the card drawn at the next upkeep, but that draw is delayed and the land you fetch enters as a basic, so the most you gain is fixing plus a card on a turn lag. Set against the era it shipped in, the comparison is brutal: green already had cards that put a land directly into play without giving one up, and the color's whole identity is ending turns with more mana than it started, not the same amount in different colors. What Renewal does is closer to a slow, conditional cantrip wearing a ramp spell's costume. The sacrifice clause is the load-bearing flaw; it converts an effect that should generate advantage into one that merely launders it, and the deferred draw never quite pays the freight. It survives as a curio of a set remembered for misjudging power level across the board, a tidy illustration of how a single additional cost can hollow out an entire line of text.

Renewal (hml)
HML · #93common
Pricing
Normal: $0.21
Foil:
Oracle Text

Rules text

As an additional cost to cast this spell, sacrifice a land. Search your library for a basic land card, put that card onto the battlefield, then shuffle. Draw a card at the beginning of the next turn's upkeep.
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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