Regenerate
Keywords · intermediate
Regenerate creates a shield that replaces the next destruction of a permanent this turn. It does not stop the permanent from being destroyed in the abstract; it swaps that specific destruction for a different outcome.
How it works
- Regenerating a permanent creates a replacement effect for the next time that permanent would be destroyed this turn.
- When that replacement effect applies instead of destruction: all damage marked on the permanent is removed, and its controller taps it. If it's an attacking or blocking creature, it's removed from combat.
- A static ability can regenerate a permanent too, working the same way: instead of being destroyed, the permanent has its damage removed and gets tapped (and removed from combat if attacking or blocking).
- The shield only covers destruction. It does not stop damage, and it does not by itself prevent state-based destruction from lethal damage that hasn't happened yet — it only replaces the destruction event once it would occur.
Rules notes
- A regeneration shield only protects against destruction, not against other kinds of removal. Effects like sacrifice, exile, -1/-1 counters that shrink toughness to 0, or bounce to hand are not destruction, so regenerate does not stop them.
- Activating or casting something that would create a regeneration shield is not itself "regenerating" the permanent. A "can't be regenerated" effect doesn't stop the ability from being activated or the spell from being cast — it just stops the resulting shield from applying.
- Each regeneration shield only covers the next destruction event that turn. A creature that would be destroyed twice needs a shield created for each instance.
Rule reference
[701.19]