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Season of Renewal
Oracle Text
Choose one or both —
• Return target creature card from your graveyard to your hand.
• Return target enchantment card from your graveyard to your hand.
Card Details
Character Background
Season of Renewal is a flexible two-green instant that best supports value- and midrange-style game plans by steadying board resilience and recurring important pieces; it can also slot into slower control shells or toolbox combo decks that need a reliable way to recover a creature or enchantment piece. Because it returns cards to your hand rather than the battlefield, it buys you tempo—save a high-impact creature or aura from exile, or reuse enter-the-battlefield effects by recasting—and as an instant you can use it on your opponent’s end step to dodge removal. Deckbuilding tip: pair it with cheap ETB creatures or enchantment-centric strategies (enchantress/aura lists) so the card you recur gives immediate value, and include self-mill or sac outlets to reliably populate the graveyard. In multiples it becomes card advantage; in singletons it’s insurance—play 2–3 in decks that rely on a few key creatures or enchantments you can afford to recast.
Generated using gpt-5-mini
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Character Background
Season of Renewal is a flexible two-green instant that best supports value- and midrange-style game plans by steadying board resilience and recurring important pieces; it can also slot into slower control shells or toolbox combo decks that need a reliable way to recover a creature or enchantment piece. Because it returns cards to your hand rather than the battlefield, it buys you tempo—save a high-impact creature or aura from exile, or reuse enter-the-battlefield effects by recasting—and as an instant you can use it on your opponent’s end step to dodge removal. Deckbuilding tip: pair it with cheap ETB creatures or enchantment-centric strategies (enchantress/aura lists) so the card you recur gives immediate value, and include self-mill or sac outlets to reliably populate the graveyard. In multiples it becomes card advantage; in singletons it’s insurance—play 2–3 in decks that rely on a few key creatures or enchantments you can afford to recast.
Generated using gpt-5-mini · Updated at 2026-05-16 20:40:45 UTC
