<p>Those two spells Destroy. Regeneration replaces destruction, which means the destruction doesn't happen, which means it doesn't cause anything to go to the graveyard. If you cast the regeneration mode of Golgari Charm in response to Doom Blade or Supreme Verdict, your Hydras will be safe. They will not lose counters, enchantments, or equipment; they don't gain summoning sickness; spells targeting them don't lose sight of them; LTB and ETB abilities don't trigger; etc.</p>

<blockquote>
  <p>614.8. Regeneration is a destruction-replacement effect. The word “instead” doesn’t appear on the card but is implicit in the definition of regeneration. “Regenerate [permanent]” means “The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and tap it. If it’s an attacking or blocking creature, remove it from combat.” Abilities that trigger from damage being dealt still trigger even if the permanent regenerates. See rule 701.12.</p>
</blockquote>

<p>Regeneration will not save the Hydras from being sent to the graveyard as a result of having non-positive toughness, but nothing in the scenario you gave reduces their toughness (by removing +1/+1 counters or otherwise).</p>

CC BY-SA 3.0
2013-06-07T01:16:44.107Z
Thank you. Looks like I will be making room for those Golgari Charms after all.
Iceberg
CC BY-SA 3.0
2013-06-07T01:13:10.597Z
2013-06-07T05:43:44.363Z
2013-06-07T05:43:44.363Z
ikegami
<p>I think the confusion stems from a belief that regeneration causes the creature to leave the battlefield, but come back(like persist does).</p>

<p>But the rules just says to remove the damage and remove the creature from combat <strong>Instead</strong> of destroying it(it's a replacement effect).  It is continuously on the battlefield during the entire process.</p>

CC BY-SA 3.0
2013-06-07T23:11:32.407Z
Your comment makes me think a "resurrection shield" (akin to persist/undying) would be a cool, if confusing mechanic.
corsiKa
CC BY-SA 3.0
2013-06-08T08:58:48.450Z
"Gains persist/undying until end of turn" kind of does it, I suppose.
David Z
CC BY-SA 4.0
2018-10-22T13:11:49.427Z
@corsiKa [Cauldron of Souls](http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=446916) is one example that kind of does exactly that.
Andrew
CC BY-SA 4.0
2018-10-22T15:07:38.570Z
@Andrew No, it doesn't. Cauldron grants persist, where it comes back with a -1/-1 counter. Same with [Undying Evil](http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=262835) which grants undying. My suggestion was something that does the same thing but without any sort of counter. Simple, pure resurrection until end of turn.
corsiKa
CC BY-SA 3.0
2013-06-07T01:56:45.253Z
2013-06-07T01:56:45.253Z
Sam I am says Reinstate Monica
<p>Since I fairly new to the Regeneration deal I have a question about regenerating Hydra creatures with +1/+1 counters on them. My friend seems to think that if he <a class="mtg-autocard" target="_blank" rel="noreferrer" href="https://gatherer.wizards.com/Pages/Card/Details.aspx?name=Doom%20Blade">Doom Blade</a>s, <a class="mtg-autocard" target="_blank" rel="noreferrer" href="https://gatherer.wizards.com/Pages/Card/Details.aspx?name=Supreme%20Verdict">Supreme Verdict</a>s, or any destroy creatures/target creature on my side of the field, that I can't use the regeneraton effect from <a class="mtg-autocard" target="_blank" rel="noreferrer" href="https://gatherer.wizards.com/Pages/Card/Details.aspx?name=Golgari%20Charm">Golgari Charm</a> on my <a class="mtg-autocard" target="_blank" rel="noreferrer" href="https://gatherer.wizards.com/Pages/Card/Details.aspx?name=Primordial%20Hydra">Primordial Hydra</a> or <a class="mtg-autocard" target="_blank" rel="noreferrer" href="https://gatherer.wizards.com/Pages/Card/Details.aspx?name=Savageborn%20Hydra">Savageborn Hydra</a>. He thinks that they become 0/0's and the counters thus go away so regenerating a Hydra with no +1/+1 counters on it since I cant recast it means my Hydras are dead. Is this correct?</p>

CC BY-SA 3.0
2013-06-20T09:10:38.277Z
some of the confusion here may well be a result of the card Protean Hydra, which would behave exactly in the way your friend described if it had 3 +1/+1 counters on it and was targeted with lightning bolt.
Patters
<magic-the-gathering><mtg-regenerate>
Can a 0/0 creature with +1/+1 counters on it (like a Hydra) be regenerated?
Iceberg
# Can a 0/0 creature with +1/+1 counters on it (like a Hydra) be regenerated?

(Asked by: username_0 on 2013-06-07)

Since I fairly new to the Regeneration deal I have a question about regenerating Hydra creatures with +1/+1 counters on them. My friend seems to think that if he [Doom Blade](https://gatherer.wizards.com/Pages/Card/Details.aspx?name=Doom%20Blade)s, [Supreme Verdict](https://gatherer.wizards.com/Pages/Card/Details.aspx?name=Supreme%20Verdict)s, or any destroy creatures/target creature on my side of the field, that I can't use the regeneraton effect from [Golgari Charm](https://gatherer.wizards.com/Pages/Card/Details.aspx?name=Golgari%20Charm) on my [Primordial Hydra](https://gatherer.wizards.com/Pages/Card/Details.aspx?name=Primordial%20Hydra) or [Savageborn Hydra](https://gatherer.wizards.com/Pages/Card/Details.aspx?name=Savageborn%20Hydra). He thinks that they become 0/0's and the counters thus go away so regenerating a Hydra with no +1/+1 counters on it since I cant recast it means my Hydras are dead. Is this correct?

**Tags:** magic-the-gathering, mtg-regenerate

> **Comments:**
> **username_1**: some of the confusion here may well be a result of the card Protean Hydra, which would behave exactly in the way your friend described if it had 3 +1/+1 counters on it and was targeted with lightning bolt.  

---

## 2 answers

### Answer by username_2 on 2013-06-07. Score: 16

Those two spells Destroy. Regeneration replaces destruction, which means the destruction doesn't happen, which means it doesn't cause anything to go to the graveyard. If you cast the regeneration mode of Golgari Charm in response to Doom Blade or Supreme Verdict, your Hydras will be safe. They will not lose counters, enchantments, or equipment; they don't gain summoning sickness; spells targeting them don't lose sight of them; LTB and ETB abilities don't trigger; etc.

> 614.8. Regeneration is a destruction-replacement effect. The word “instead” doesn’t appear on the card but is implicit in the definition of regeneration. “Regenerate [permanent]” means “The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and tap it. If it’s an attacking or blocking creature, remove it from combat.” Abilities that trigger from damage being dealt still trigger even if the permanent regenerates. See rule 701.12.

Regeneration will not save the Hydras from being sent to the graveyard as a result of having non-positive toughness, but nothing in the scenario you gave reduces their toughness (by removing +1/+1 counters or otherwise).

> **Comments:**
> **username_0**: Thank you. Looks like I will be making room for those Golgari Charms after all.  

---

### Answer by username_3 on 2013-06-07. Score: 7

I think the confusion stems from a belief that regeneration causes the creature to leave the battlefield, but come back(like persist does).

But the rules just says to remove the damage and remove the creature from combat **Instead** of destroying it(it's a replacement effect). It is continuously on the battlefield during the entire process.

> **Comments:**
> **username_4**: Your comment makes me think a "resurrection shield" (akin to persist/undying) would be a cool, if confusing mechanic.  
> **username_5**: "Gains persist/undying until end of turn" kind of does it, I suppose.  
> **username_6**: @username_4 [Cauldron of Souls](http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=446916) is one example that kind of does exactly that.  
> **username_4**: @username_6 No, it doesn't. Cauldron grants persist, where it comes back with a -1/-1 counter. Same with [Undying Evil](http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=262835) which grants undying. My suggestion was something that does the same thing but without any sort of counter. Simple, pure resurrection until end of turn.  

---

