Saves a creature, but Giant Growth can do that most of the time and is much more versatile.
Posted By:
Purplerooster
(4/24/2013 8:29:30 PM)
What Regenerate should have been.
Posted By:
Tiggurix
(4/26/2013 11:31:01 PM)
Fodder-tacular! Drop this bad boy in limited to cause your opponent to stumble. People don't see these effects coming.
Posted By:
ChttrBox88
(4/23/2013 5:42:13 PM)
Death Ward colorshifted to green. This succeeds where Regeneration fails because it is a surprise - a great trick to save a creature from sudden destruction by "destroy" removal, or damage. For just one mana, it's worth noting that Wrap in Vigor is also available and common.
Posted By:
Equinox523
(5/7/2013 11:42:32 AM)
Amusingly enough, strictly better at regenerating than Regenerate.
Posted By:
Cazaric
(4/24/2013 1:51:10 AM)
It would be so much more attractive if it replaced itself with card draw even at the cost of an increased mana requirement. Oh well. Still not unplayable, I suppose, but I think I'd rather run Withstand Death instead. Gotta love the theme and flavor, though.
3/5
Posted By:
CaptainBlue
(4/24/2013 9:21:26 PM)
You can make functional reprints of Regenerate as much as you want wizards, I'm still not going to play them unless you attach a second effect to it.
And due to the ink on Magic cards, they aren't even viable to burn for warmth in winter!
Posted By:
RAV0004
(4/24/2013 2:43:10 AM)
Seems fair enough.
Posted By:
LordOfTheFlies87
(4/23/2013 10:48:47 PM)
Not all that useful unless you're running a deck that relies on a single creature being on the field. Bant Auras/Hexproof with a Geist of Saint Traft on the field with three or four auras attached to it will love to see this card in hand when a Supreme Verdict hits the field. 3.5 for Bant Hexproof/ 2.5 for most other decks
Posted By:
Yukaraya
(4/28/2013 6:20:43 AM)