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| icon = Duels Regenerate symbol.png
| icon = Duels Regenerate symbol.png
| first = Alpha
| first = Alpha
| last = Oath of the Gatewatch
| last = MH3 Commander
| reminder = The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.
| reminder = The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.
| stats=  
| storm = 10 ([[List of deprecated mechanics|deprecated]])
| storm_ref=<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/181696329768/|title=Where's Regenerate on the Storm Scale?|2019-01-03}}</ref>
| stats= {{stats|W=22|U=7|B=84|R=12|G=77|UB=1|BR=3|RG=1|GW=5|WB=1|BG=10|M=4|A=23|C=3|L=4}}
| cost = y
| cost = y
| searchtype = fulloracle
}}
}}
 
'''Regenerate''' is a former [[evergreen]] [[keyword action]] until it was removed from evergreen status after ''[[Oath of the Gatewatch]]''.<ref>{{DailyRef|making-magic/evergreen-eggs-ham-2015-06-08|Evergreen Eggs & Ham|[[Mark Rosewater]]|June 8, 2015}}</ref>
'''Regenerate''' is a former [[evergreen]] [[keyword]] action until it was removed from evergreen status after ''[[Oath of the Gatewatch]]''.<ref>{{DailyRef|making-magic/evergreen-eggs-ham-2015-06-08|Evergreen Eggs & Ham|[[Mark Rosewater]]|June 8, 2015}}</ref>


'''Regeneration''' is a [[replacement effect]] which means: "The next time this [[permanent]] would be destroyed this turn, it isn't. Instead [[tap]] it, remove all damage from it, and remove it from combat."   
'''Regeneration''' is a [[replacement effect]] which means: "The next time this [[permanent]] would be destroyed this turn, it isn't. Instead [[tap]] it, remove all damage from it, and remove it from combat."   


==History==
==History==
Regenerate appears mostly on black cards or green cards, though it appeared on white cards early in ''[[Magic]]''<nowiki/>'s history and again in ''[[Planar Chaos]]''.
Regenerate appears mostly on black cards or green cards, though it appeared on white cards early in ''[[Magic]]''<nowiki/>'s history and again in ''[[Planar Chaos]]''. The [[primary]] color of regenerate was green, then secondary in black, and tertiary in white.


Regeneration was designed by [[Richard Garfield]] for ''[[Alpha]]''.<ref>{{DailyRef|feature/mechanically-inclined-2009-06-01|Mechanically Inclined|[[Brady Dommermuth]]|June 1, 2009}}</ref> Although the current reminder text is fairly elegant, regeneration has historically been a confusing effect. Originally, regeneration was an ability that only could be activated in the [[damage prevention]] [[step]], which was a step right after damage was dealt, to save a creature that would otherwise go to the graveyard. It could not be activated nor triggered any other time. In the [[6th Edition/Rules changes|''Sixth Edition'' rules changes]], the damage prevention step became [[obsolete]], and damage was no longer "assigned" before being dealt - it was simply dealt. Damage prevention, regeneration, and other spells and abilities that generated [[replacement effect]]s were now played just like other instants. As such, regeneration had drifted in flavor; instead of regenerating when a creature was about to die, you set a regenerative shield that would save the creature if it would die that turn.<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/171853335103/on-regenerate-you-stated-that-it-had-drifted-from|title=On regenerate you stated that it had "drifted from the correct flavor." |March 14, 2018}}</ref>  
Regeneration was designed by [[Richard Garfield]] for ''[[Alpha]]''.<ref>{{DailyRef|feature/mechanically-inclined-2009-06-01|Mechanically Inclined|[[Brady Dommermuth]]|June 1, 2009}}</ref> Regeneration has historically been a confusing effect. Originally, regeneration was an ability that only could be activated in the [[damage prevention]] [[step]], which was a step right after damage was dealt, to save a creature that would otherwise go to the graveyard. It could not be activated nor triggered any other time. In the [[Sixth Edition/Rules changes|''Sixth Edition'' rules changes]], the damage prevention step became [[obsolete]], and damage was no longer "assigned" before being dealt - it was simply dealt. Damage prevention, regeneration, and other spells and abilities that generated [[replacement effect]]s were now played just like other instants. As such, regeneration had drifted in flavor; instead of regenerating when a creature was about to die, you set a regenerative shield that would save the creature if it would die that turn.<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/171853335103/on-regenerate-you-stated-that-it-had-drifted-from|title=On regenerate you stated that it had "drifted from the correct flavor." |March 14, 2018}}</ref> Another strike against regenerate was the fact that "can't be regenerated" was such a ubiquitous rider at the time (152 cards that prevented regeneration against 230 cards that used regeneration) that it was often invalidated.


As [[Aaron Forsythe]] stated, "The word 'regenerate' has been tossed onto cards for years as if it was one of the most simple concepts in the game, along the lines of '[[attack]]' and '[[graveyard]].' The truth is that the mechanic is so complicated and wonky that we would never greenlight it today, but it has been grandfathered into the fabric of the game, and it does fill a nice niche."<ref>{{DailyRef|latest-developments/ninth-times-charm-part-1-2005-08-05|Ninth Time's a Charm: Part 1|[[Aaron Forsythe]]|August 5, 2005}}</ref>
{{Quote|"The word 'regenerate' has been tossed onto cards for years as if it was one of the most simple concepts in the game, along the lines of '[[attack]]' and '[[graveyard]].' The truth is that the mechanic is so complicated and wonky that we would never greenlight it today, but it has been grandfathered into the fabric of the game, and it does fill a nice niche."|[[Aaron Forsythe]]<ref>{{DailyRef|latest-developments/ninth-times-charm-part-1-2005-08-05|Ninth Time's a Charm: Part 1|[[Aaron Forsythe]]|August 5, 2005}}</ref>}}


Starting with ''[[Kaladesh]]'', regeneration was finally retired. Instead, the phrase “gain indestructible until end of turn” came into being for new but similar cards.<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/150514667838/may-i-ask-you-on-rush-of-vitality-is|title=May I ask you on... Rush of Vitality?|September 16, 2016}}</ref><ref>{{EzTumblr|http://markrosewater.tumblr.com/post/150524883138/re-regeneration-turning-into-indestructible-eot|title=Re: regeneration turning into indestructible EOT|September 17, 2016}}</ref><ref>{{EzTumblr|http://markrosewater.tumblr.com/post/150544390738/could-you-change-how-the-action-part-of-regenerate|title=Could you change how the action part of regenerate works to make it indestructible until end of turn instead?|September 17, 2016}}</ref> This also means that cards will no longer be made which include the phrase "can't be regenerated".<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/150798236173/does-regeneration-going-away-mean-no-more-cant|title=Does regeneration going away mean no more "can't be regenerated" phrases on new cards?|September 22, 2016}}</ref>
''[[Oath of the Gatewatch]]'' was the last standard set in which regeneration was printed, after which it was finally retired from [[premier set]]s, as was the phrase "can't be regenerated".<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/150798236173/does-regeneration-going-away-mean-no-more-cant|title=Does regeneration going away mean no more "can't be regenerated" phrases on new cards?|September 22, 2016}}</ref>. Instead, in the following set ''[[Shadows over Innistrad]]'' the phrase “gains indestructible until end of turn” came into being for new but similar cards.<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/150514667838/may-i-ask-you-on-rush-of-vitality-is|title=May I ask you on... Rush of Vitality?|September 16, 2016}}</ref><ref>{{EzTumblr|http://markrosewater.tumblr.com/post/150524883138/re-regeneration-turning-into-indestructible-eot|title=Re: regeneration turning into indestructible EOT|September 17, 2016}}</ref><ref>{{EzTumblr|http://markrosewater.tumblr.com/post/150544390738/could-you-change-how-the-action-part-of-regenerate|title=Could you change how the action part of regenerate works to make it indestructible until end of turn instead?|September 17, 2016}}</ref> The change came with a shift in color pie, as the flavor leant more towards protective magic rather than a creature's innate resilience, and so green lost their regenerating creatures while white gained both instants and creatures that granted temporary indestructible, though rarely granted to themselves. Black retained both spells that gave indestructible and creatures that protected themselves. Starting with {{Card|Supernatural Stamina}}, another replacement mechanic has been a series of black instants that grant target creature a dies trigger that returns it to battlefield. While more accurate in the "saving a creature after dying" sense, it is also more powerful with dies and entry triggers.
 
Regenerate made flavor-induced returns as on-offs in [[supplemental set]]s like ''[[Modern Horizons 2]]'' and ''[[MH3 Commander]]''.
 
[[Shield counter|Shield counters]] take some of the aspects of regeneration and rework it to a more intuitive form.


==Rules==
==Rules==
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==Rulings==
==Rulings==
*An effect which says something "can't be regenerated" means that the Regenerate replacement effect won't be applied to that creature even if one is active. If something "can't be regenerated", you can still play spells and abilities that produce a Regenerate effect, but they just won't do anything useful.
*An effect which says something "can't be regenerated" means that the Regenerate replacement effect won't be applied to that creature even if one is active. If something "can't be regenerated", you can still cast spells and activate abilities that produce a Regenerate effect, but they just won't do anything useful.


==Examples==
==Examples==
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*<c>Horror of Horrors</c> {{3}}{{B}}{{B}}
*<c>Horror of Horrors</c> {{3}}{{B}}{{B}}
*<c>Molting Skin</c> {{2}}{{G}}
*<c>Molting Skin</c> {{2}}{{G}}
*{{card|Regeneration||10E}} {{1}}{{G}}
Aura (enchanted creature)
Aura (enchanted creature)
*<c>Blessing of Leeches</c> {{2}}{{B}}
*<c>Blessing of Leeches</c> {{2}}{{B}}
*<c>Fortitude</c> {{1}}{{G}}
*<c>Fortitude</c> {{1}}{{G}}
*<c>Jolrael's Favor</c> {{1}}{{G}}
*<c>Jolrael's Favor</c> {{1}}{{G}}
*<c>Regeneration</c> {{1}}{{G}}
*<c>Soul Channeling</c> {{2}}{{B}}
*<c>Soul Channeling</c> {{2}}{{B}}
*<c>Strands of Undeath</c> {{3}}{{B}}
*<c>Strands of Undeath</c> {{3}}{{B}}
*<c>Trollhide</c> {{2}}{{G}}
*<c>Trollhide</c> {{2}}{{G}}
Enchantment
* <c>Asceticism</c>{{3}}{{G}}{{G}}


==References==
==References==

Latest revision as of 17:18, 31 May 2024

Regenerate
[[File:{{#setmainimage:Duels Regenerate symbol.png}}|70x70px]]
Keyword Action
Introduced Alpha
Last used MH3 Commander
Reminder Text [cost]: Regenerate (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
Storm Scale 10 (deprecated)[1]
Statistics
257 cards
{C} 1.2% {W} 8.6% {U} 2.7% {B} 32.7% {R} 4.7% {G} 30% {U/B} 0.4% {B/R} 1.2% {R/G} 0.4% {G/W} 1.9% {W/B} 0.4% {B/G} 3.9% {M} 1.6% {artifact symbol} 8.9% {land symbol} 1.6%
Scryfall Search
fulloracle:"Regenerate"

Regenerate is a former evergreen keyword action until it was removed from evergreen status after Oath of the Gatewatch.[2]

Regeneration is a replacement effect which means: "The next time this permanent would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat."

History

Regenerate appears mostly on black cards or green cards, though it appeared on white cards early in Magic's history and again in Planar Chaos. The primary color of regenerate was green, then secondary in black, and tertiary in white.

Regeneration was designed by Richard Garfield for Alpha.[3] Regeneration has historically been a confusing effect. Originally, regeneration was an ability that only could be activated in the damage prevention step, which was a step right after damage was dealt, to save a creature that would otherwise go to the graveyard. It could not be activated nor triggered any other time. In the Sixth Edition rules changes, the damage prevention step became obsolete, and damage was no longer "assigned" before being dealt - it was simply dealt. Damage prevention, regeneration, and other spells and abilities that generated replacement effects were now played just like other instants. As such, regeneration had drifted in flavor; instead of regenerating when a creature was about to die, you set a regenerative shield that would save the creature if it would die that turn.[4] Another strike against regenerate was the fact that "can't be regenerated" was such a ubiquitous rider at the time (152 cards that prevented regeneration against 230 cards that used regeneration) that it was often invalidated.

"The word 'regenerate' has been tossed onto cards for years as if it was one of the most simple concepts in the game, along the lines of 'attack' and 'graveyard.' The truth is that the mechanic is so complicated and wonky that we would never greenlight it today, but it has been grandfathered into the fabric of the game, and it does fill a nice niche."

Oath of the Gatewatch was the last standard set in which regeneration was printed, after which it was finally retired from premier sets, as was the phrase "can't be regenerated".[6]. Instead, in the following set Shadows over Innistrad the phrase “gains indestructible until end of turn” came into being for new but similar cards.[7][8][9] The change came with a shift in color pie, as the flavor leant more towards protective magic rather than a creature's innate resilience, and so green lost their regenerating creatures while white gained both instants and creatures that granted temporary indestructible, though rarely granted to themselves. Black retained both spells that gave indestructible and creatures that protected themselves. Starting with Supernatural Stamina, another replacement mechanic has been a series of black instants that grant target creature a dies trigger that returns it to battlefield. While more accurate in the "saving a creature after dying" sense, it is also more powerful with dies and entry triggers.

Regenerate made flavor-induced returns as on-offs in supplemental sets like Modern Horizons 2 and MH3 Commander.

Shield counters take some of the aspects of regeneration and rework it to a more intuitive form.

Rules

From the glossary of the Comprehensive Rules (June 7, 2024—Modern Horizons 3)

Regenerate
To replace a permanent’s destruction with an alternate sequence of events. See rule 701.15, “Regenerate.”

From the Comprehensive Rules (June 7, 2024—Modern Horizons 3)

  • 701.15. Regenerate
    • 701.15a If the effect of a resolving spell or ability regenerates a permanent, it creates a replacement effect that protects the permanent the next time it would be destroyed this turn. In this case, “Regenerate [permanent]” means “The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and its controller taps it. If it’s an attacking or blocking creature, remove it from combat.”
    • 701.15b If the effect of a static ability regenerates a permanent, it replaces destruction with an alternate effect each time that permanent would be destroyed. In this case, “Regenerate [permanent]” means “Instead remove all damage marked on [permanent] and its controller taps it. If it’s an attacking or blocking creature, remove it from combat.”
    • 701.15c Neither activating an ability that creates a regeneration shield nor casting a spell that creates a regeneration shield is the same as regenerating a permanent. Effects that say that a permanent can’t be regenerated don’t preclude such abilities from being activated or such spells from being cast; rather, they cause regeneration shields to not be applied.

Rulings

  • An effect which says something "can't be regenerated" means that the Regenerate replacement effect won't be applied to that creature even if one is active. If something "can't be regenerated", you can still cast spells and activate abilities that produce a Regenerate effect, but they just won't do anything useful.

Examples

Example

Cudgel Troll {2}{G}{G}
Creature — Troll
4/3
{G}: Regenerate Cudgel Troll. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

Enchantments that grant just regeneration

Target creature

Aura (enchanted creature)

References