Singleton Shmingleton - Regrowth

by
Jesse Barker Plotkin
Jesse Barker Plotkin
Singleton Shmingleton - Regrowth
RegrowthRegrowth | Art by Dameon Willich

Return Target Card

Welcome back to Singleton Shmingleton, where I bend the singleton rules of Commander by building decks with as many functional reprints of a certain card as possible. This week we have a card that forms one of the foundations of green as a color in RegrowthRegrowth. Printed with the very first set of Magic, this card added a new depth to a color that was otherwise tied mostly to mana production and big creatures.

Now this color, tied to the sometimes mystical power of nature, could interact with the graveyard. Overshadowed at first by cards like ChannelChannel and Force of NatureForce of Nature, RegrowthRegrowth has perfectly walked the line between those cards, ending up neither bannable nor unplayable as the game has grown and changed for thirty years, and the dozens of designs that have sprung from it still form a core identity of green.

No other color is given the ability to return any card type from the graveyard. Black can return creatures, blue can bring back spells, and artifacts and enchantments are spread across a few colors. But green, which is otherwise the color least interested in using the graveyard, gets to bring back anything.

Channel
Regrowth
Force of Nature

RegrowthRegrowth and its progeny have seen play across every format, from Vintage Cube to Standard to Legacy decks of old. Alongside other colors, it offers a second chance at any card, and if that card happens to be Time WalkTime Walk, or Wrath of GodWrath of God, or even Scalding TarnScalding Tarn, then that's a great deal.

I remember a green and black Standard control deck that played Seasons PastSeasons Past as a way to rebuy just the right answers and never mill out, and a deck at the birth of Modern that used Eternal WitnessEternal Witness alongside Cryptic CommandCryptic Command to gain a soft lock on the late game, countering the opponent's first spell every turn. This card has a pedigree alongside powerful spells, and I aim to pay respect to that history in this week's deck.

Seasons Past
Eternal Witness

There are thirty-one cards including green that let you immediately return a card of any type from your graveyard to your hand. Here they are:


List of Regrowths

View on Archidekt

Sorceries (18)

Creatures (8)

Instants (4)

Planeswalkers (1)

All Suns' Dawn

There are a lot of incredible cards on this list, and also a few that have been rightly forgotten to time. The most played, in 447,990 decks, is Eternal WitnessEternal Witness.

Creature bodies are the easiest to move in and out of zones repeatedly, reaping their enters-the-battlefield abilities over and over, and when that ability lets you also recycle any other type of card, the possibilities are endless. The next most played of these cards, in 193,303 decks, is Bala Ged RecoveryBala Ged Recovery. Who would have thought that taking a classically powerful effect and adding on the ability to fix mana screw would be an instant hit?

This is one of the most powerful and flexible green cards printed in years, and it is no secret. The least played card, in only 448 decks, is Woodland GuidanceWoodland Guidance. This card is sweet! I know it doesn't look like much, but it has serious upside, and in a deck that cares about topdeck manipulation and big mana values, this deserves at least more than Elven CacheElven Cache's 602 decks.

Eternal Witness
Bala Ged Recovery
Woodland Guidance

A Key Distinction

Now, out of our list of RegrowthRegrowth effects, there are two different formats to which I would like to draw attention. Many of the earlier versions of this effect, like RegrowthRegrowth itself, as well as many of the creatures, can go to the graveyard.

Others like RestockRestock, especially those that can return multiple cards to hand, exile themselves or otherwise stop themselves from going to the graveyard.

This design is meant to stop players from looping two of these effects and returning another spell repeatedly, which is an unfun play pattern and is very easy to abuse.

Some other designs that are not on this list restrict the type of cards returned to only permanent cards. RegenesisRegenesis can't easily facilitate loops with another copy of RegenesisRegenesis, because neither card can return the other.

Elven Cache
Restock
Regenesis

Seeing the safety stops that Wizards puts onto any card that can return more than one card to hand, I decided it must be worth it to try to build our own double RegrowthRegrowth, and the easiest way to do that is by copying our spells.

If we manage to consistently copy a Bala Ged RecoveryBala Ged Recovery, it can return a powerful card alongside a Dryad's RevivalDryad's Revival, and if we can copy the Dryad's RevivalDryad's Revival in turn, we've got a loop. If the card we return with this loop generates enough mana, we might even have an infinite loop.

That sounds like a worthy goal. And I know of a worthy commander. Wort, the RaidmotherWort, the Raidmother can copy spells for absolutely free as long as we can keep generating untapped creatures, providing the backbone for our engine.

Wort, the Raidmother

The Engine

Casting and copying spells leads our deck deep into Spellslinger territory, perhaps even into the realm of Storm. We want to cast a lot of instant and sorcery spells, and build resources until we can win in one big turn. But first, we need to set up our engine. Having access to a ton of RegrowthRegrowth effects can help with this as well.

There are a ton of cheap cards in green that let us mill cards into our graveyard, giving us a large selection of cards to return with RegrowthRegrowths later. Cards like Satyr WayfinderSatyr Wayfinder, Circle of the Land DruidCircle of the Land Druid, and the new Malevolent RumbleMalevolent Rumble put cards in our graveyard, dig us for lands, and give us creature bodies to tap with Wort, the RaidmotherWort, the Raidmother (though an Eldrazi SpawnEldrazi Spawn is unlikely to share a color with any spell we cast for Conspire, but sacrificing for mana is still very helpful).

MulchMulch and Winding WayWinding Way mill us as well, and also let us skimp a little on lands since they can dig for them. And Shigeki, Jukai VisionaryShigeki, Jukai Visionary pulls double duty, letting us mill and ramp early and then turning into a scalable RegrowthRegrowth later in the game.

Satyr Wayfinder
Mulch
Shigeki, Jukai Visionary

In addition to those green goodies, there are a handful of red cards that both stock the graveyard and love to be copied. Big ScoreBig Score, Unexpected WindfallUnexpected Windfall, and Pirate's PillagePirate's Pillage all dig us deeper, and if they are copied they become mana-neutral and card positive, generating as many Treasures as they require to cast.

Seize the SpoilsSeize the Spoils is their slightly lesser cousin, but it still rocks in this deck. And while Inspired TinkeringInspired Tinkering doesn't interact with the graveyard at all, it deserves a mention for being absolutely nuts if copied.

Big Score
Pirate's Pillage
Inspired Tinkering

As for how we can generate our first creatures in order to copy these spells, we have a ton of options. Krenko's CommandKrenko's Command, Dragon FodderDragon Fodder, and Saproling MigrationSaproling Migration are efficient, and Mogg AlarmMogg Alarm can even be free on a big turn.

Fungal RebirthFungal Rebirth and Pest InfestationPest Infestation come attached to interaction, and Fungal RebirthFungal Rebirth even plays into our RegrowthRegrowth theme, though it is limited to permanent cards.

Audience with TrostaniAudience with Trostani is exceptional in this deck, as we play cards that create a variety of creature token names. It also loves to be copied itself, as it can generate enough tokens to copy the next spell while drawing us a few cards along the way.

Mogg Alarm
Fungal Rebirth
Audience with Trostani

Finally, it wouldn't be a Storm deck without Storm cards, and the ones we're playing work wonderfully within our engine. Empty the WarrensEmpty the Warrens and ChatterstormChatterstorm, alongside the newer Elemental EruptionElemental Eruption, create tokens proportional to the number of spells we've cast.

Even if these cards are only getting copied four or five times, that is some serious Conspire fuel, and these are the spells we are going to use to generate the creatures needed to copy our spells in our RegrowthRegrowth loops. I'm excited to try out StormsplitterStormsplitter as well in this deck, as a way to create creatures that can attack the turn we go off.

Empty the Warrens
Chatterstorm
Elemental Eruption

The last piece of the puzzle, the glue that holds any Storm deck together, is a package of cards that create a lot of mana. Jeska's WillJeska's Will is the gold standard, but in our deck, Battle HymnBattle Hymn and Mana GeyserMana Geyser provide more of the ludicrous piles of mana we need to loop our spells over and over.

Of course, red mana alone cannot cast RegrowthRegrowth, and so we also need our Storm-Kiln ArtistStorm-Kiln Artists, ManamorphoseManamorphoses, and Big ScoreBig Scores. It's a tall order, but after milling a ton of cards, we can often pick up enough of our specific pieces to cobble together something pretty close to a win.

Battle Hymn
Mana Geyser
Storm-Kiln Artist

The Big Loop

With all of these pieces in place, here is the Rube-Goldberg-machine-esque infinite loop that this deck can achieve:

csb logo

The steps to executing this loop are as follows: cast ChatterstormChatterstorm with at least two storm, and generate three Squirrels and three Treasure tokens with Storm-Kiln ArtistStorm-Kiln Artist. Cast RegrowthRegrowth, tap two Squirrels to copy it, returning Bala Ged RecoveryBala Ged Recovery (or any of the other versions in this deck) and ChatterstormChatterstorm to hand and generating two Treasures.

Cast ChatterstormChatterstorm again, now creating four Squirrels and four Treasures. Cast Bala Ged RecoveryBala Ged Recovery and copy it with two Squirrels, returning ChatterstormChatterstorm and RegrowthRegrowth to hand. This will generate infinite storm, infinite Squirrels, infinite Treasures, and a very large Storm-Kiln ArtistStorm-Kiln Artist.

Storm-Kiln Artist
Regrowth
Chatterstorm

Now, if you'd believe it, this is, in fact, only the simplest loop in this deck. Because of the number of redundant pieces in the deck, there are many others which involve more convoluted sequences of returning specific spells.

The limiting factors when it comes to switching out parts of this combo are as follows: we need to create green creatures to copy green spells and red creatures to copy red spells; and we need to make both red and green mana. Our biggest mana-producers all produce red mana, but given a big enough Battle HymnBattle Hymn or Mana GeyserMana Geyser, we can take some "time off" recasting the our storm spell and go for a copied ManamorphoseManamorphose or Unexpected WindfallUnexpected Windfall.

Not only do these cards filter our mana, they also dig through our deck, and even if we're losing one mana every time we execute this loop, we may be able to find a piece that makes the loop self-sustaining. Similarly, if we're stuck with an Empty the WarrensEmpty the Warrens that only creates red creatures and we need green creatures to copy our RegrowthRegrowths, we can opt to return a Saproling MigrationSaproling Migration once we've made a bunch of red mana and creatures, letting us keep the loop going.

Even if it isn't infinite at first, it's remarkably easy to end a turn with fifty GoblinGoblin tokens after recasting Empty the WarrensEmpty the Warrens four times, and sometimes we'll dig to exactly what we need. And we even have one card we could draw that turns everything else into easy mode.

Bonus RoundBonus Round acts as an infinitely easier-to-abuse Wort, the RaidmotherWort, the Raidmother, guaranteeing that every spell will be copied and setting us free of needing to create both red and green tokens to copy our spells. We can go infinite with two RegrowthRegrowth and a ManamorphoseManamorphose after that.

Manamorphose
Saproling Migration
Bonus Round

The Decklist


Regrowth Storm

View on Archidekt

Commander (1)

Sorceries (34)

Creatures (16)

Instants (14)

Artifacts (4)

Lands (31)

Wort, the Raidmother

This deck scratches my combo player itch in the most enjoyable way. Every card has two modes: its use in the developing stage of the game, and its use on the Big Turn. HarrowHarrow is a great ramp spell, or it can work as a mana-producer when copied.

Dryad's RevivalDryad's Revival can bring back the right piece to sculpt the perfect hand, or it can form the basis of a game-winning loop. Convoluted combo's like the ones in this deck keep me locked in on other players' turns, wondering what draws could give me a win or which cards I need to keep around. And the way that this deck sets up its storm turn is unlike any deck I've played before.

Most storm decks spend several turns drawing cards with and finding the right pieces from the top of the library, but this deck tries to dump a ton of cards into the graveyard and then return the pieces it needs to win. While this does let other players know what is about to happen, the synergies this deck exploits are so niche that that won't be an issue unless you've beat the same people multiple times.

No one will know that ChatterstormChatterstorm is much scarier in the graveyard than StormsplitterStormsplitter, or that Elven CacheElven Cache might be better for us than Seasons PastSeasons Past. RegrowthRegrowth is the star of the show, and this deck's biggest turns show off why this card has never been power-crept out of the format.

Until Next Time

Oblivion Ring

Get ready to put some cards under your enchantments, because next time we're going to build a deck around Oblivion RingOblivion Ring. One of white's best genres of removal, this card and its friends come with some risk, but also some serious reward. How can we get turn efficient interaction into a true engine? Find out next time on Singleton Shmingleton!


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Jesse Barker Plotkin

Jesse Barker Plotkin started playing Magic with Innistrad. He was disqualified from his first Commander game after he played his second copy of Goblins of the Flarg, and it's all been uphill from there. Outside of Magic, he enjoys writing and running.

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