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This allows efficient one-mana spells such as Lightning Bolt to deal six damage rather than six, and higher-mana creatures that cost three, five, and seven mana to deal absurd amounts of damage
It dominated Standard under the Forbiddian deck that locked you down with this and the buyback of Forbid that would require you to discard two cards to counter whatever your foe drew and cast
Heres a quick, concise video explaining all the stuff you need to know about what regeneration is and what it can and cant do: All right, now for those of you who prefer to learn by reading, the first thing you need to keep in mind is that a regenerated creature doesnt get a chance to die, and so it never leaves the battlefield
Still, this is the kind of flexible card I want in any deck where the slowness is less important than its versatility