Cards That Return Enchantments From Your Graveyard

Thirteen cards that return enchantments from your graveyard, to the battlefield or to your hand, with exact costs and how they play in Commander.

How our guides are made.

The cards that return enchantments from your graveyard are mostly white and green: Replenish ({3}{W}) puts every enchantment card in your graveyard straight back onto the battlefield, Resurgent Belief does the same off suspend for {1}{W}, Eiganjo Dynastorian is a creature that carries a Replenish you can cast again and again, Restoration Seminar brings back a permanent on each of your turns once it has resolved, and green's Regenesis puts two back in your hand at instant speed. Below are 13 of them, split by where the enchantment lands (the battlefield or your hand) and by whether it happens once or keeps coming back, with exact costs, types and what each one does. Most of them return any permanent card, which suits an enchantment deck fine: an Aura, a Saga and an enchantment creature are all permanent cards.

Why an enchantment deck needs a way back

Enchantments are hard to remove, which is why decks built on them feel safe right up until they aren't. Every Commander table packs a few answers, and the best of them hit every enchantment at once: one sweeper and your whole engine is in the graveyard. Removal is only one way in, too. An Aura goes to the graveyard the moment its creature dies, a Saga is sacrificed after its last chapter, and plenty of enchantments ask to be sacrificed for value. By the middle of a long game, an enchantment deck's graveyard is a second hand, and these cards are how you play it.

White: every enchantment at once, straight onto the battlefield

CardCostTypeWhat it does
Replenish{3}{W}SorceryEvery enchantment card in your graveyard comes back onto the battlefield at once. Auras with nothing to enchant stay behind.
Resurgent BeliefNone (suspend 2, {1}{W})SorceryReplenish on a delay: suspend it for {1}{W} and you cast it for free on your second upkeep after that. Its colour identity is white.
Eiganjo Dynastorian{2}{W} (Replenish: {3}{W})Creature, Fox Advisor // SorceryA Fox with vigilance that carries Replenish. It becomes prepared whenever you attack with two or more creatures, and while it's prepared you can cast a copy of Replenish, which uses up the preparation.

Replenish is the headliner. In Commander it shines the turn after someone resolves an enchantment sweeper: four mana puts your board back, and the player who spent a wipe on you is suddenly the one behind. Everything with Enchantment on its type line returns at once, enchantment creatures included, so an ability that triggers whenever an enchantment enters goes off once per card, and every finished Saga starts over at chapter I. Auras need something to enchant, and you pick where each one goes. The catch: nothing is cast, so payoffs that draw when you cast an enchantment stay quiet.

Resurgent Belief does the same job for two mana, two turns in advance. It has no mana cost, so you can't cast it from your hand the usual way: you suspend it and wait (its mana value of 0 also makes it a free hit off cascade). Suspend it the turn after a wipe, or when you see one coming, and spend the turns in between filling your graveyard. The card sits face up in exile, though, so anyone holding graveyard exile knows exactly when to use it.

Eiganjo Dynastorian is the repeatable one: a three-mana creature that brings Replenish along. Attack with two creatures (the Fox can be one of them, and vigilance keeps it untapped) and after combat you can cast a copy of Replenish for {3}{W}. With a few Sagas in the deck, each finished one restarts at chapter I after your next two-creature attack.

Whichever you play, fill the graveyard first: discard the expensive enchantments you can't cast yet, mill yourself, let your Sagas run out and sacrifice the enchantments that want sacrificing, then bring the lot back for four mana or less. If someone at the table is sitting on graveyard exile, bait it out with a smaller graveyard play, or cast Replenish while they're tapped out.

White: one permanent at a time, then again

CardCostTypeWhat it does
Restoration Seminar{5}{W}{W}Sorcery, LessonPuts a nonland permanent card from your graveyard onto the battlefield. Paradigm: after it first resolves, it waits in exile and you may cast a free copy at the start of each of your first main phases.
Profound Journey{5}{W}{W}SorceryPuts any permanent card from your graveyard onto the battlefield. If you cast it from your hand, rebound lets you cast it again for free on your next upkeep.

Both cost seven and return one card at a time, so aim them at something worth it: your best enchantment, the Saga you most want to read again, or the biggest permanent in the pile (Restoration Seminar skips lands). Profound Journey is two returns for the price of one. Restoration Seminar is the real engine: after its first resolution it offers you a free copy on each of your turns, one more permanent back every turn for the rest of the game. An opponent can counter a copy, but you get another one at your next first main phase.

Green: two cards back to your hand

CardCostTypeWhat it does
Regenesis{3}{G}{G}InstantUp to two permanent cards from your graveyard back to your hand, at instant speed.
Rydia's Return{3}{G}{G}SorceryModal: your creatures get +3/+3 until end of turn, or up to two permanent cards go from your graveyard back to your hand.
Rite of Renewal{3}{G}SorceryUp to two permanent cards back to your hand, and a player you choose, you included, shuffles up to four cards from their graveyard into their library. Then it exiles itself.
Pull Through the Weft{3}{G}{G}SorceryUp to two nonland permanent cards back to your hand, then up to two lands from your graveyard onto the battlefield tapped.

Green's version is slower but more flexible. A card back in your hand gets cast again, so it triggers everything that rewards casting an enchantment, an Aura can wait until you have a creature for it, and nothing in your hand dies to the next sweeper. The two-card spells also solve the Aura problem: take back the creature and the Aura that died with it, and cast both. Regenesis is the pick because it's an instant: when an opponent goes to exile your graveyard, take your two best cards back in response.

Green: one card back, plus a bonus

CardCostTypeWhat it does
Restore with Empathy{2}{G}InstantOne permanent card from your graveyard back to your hand, and you gain 4 life.
Revive the Shire{1}{G}SorceryOne permanent card back to your hand, plus a Food token.
True Ancestry{1}{G}Sorcery, LessonUp to one permanent card back to your hand, plus a Clue token.
Road of Return{G}{G}SorceryModal: one permanent card from your graveyard back to your hand, or your commander from the command zone into your hand. Entwine {2} gets you both.

These are cheap value: two or three mana for your best enchantment plus a Food, a Clue or 4 life. Road of Return has a Commander trick: its second mode puts your commander into your hand from the command zone, and a commander cast from your hand pays no commander tax. Pay the entwine and you get a permanent card back too.

Mass, targeted or back to hand: which does your deck want?

  • Mass returns (Replenish, Resurgent Belief, Eiganjo Dynastorian) suit decks with a dozen or more enchantments, where a sweeper is the card most likely to beat you. Replenish and Resurgent Belief are one-shots; the Dynastorian goes again every time it's prepared.
  • Targeted returns to the battlefield (Restoration Seminar, Profound Journey) are top-end grind: seven mana for one card at a time, paid back over the turns that follow.
  • Returns to hand (the green spells) are cheap, flexible and keep the cards safe from the next wipe, but you pay to cast everything again.

A white enchantment deck wants Replenish first and Resurgent Belief second, Eiganjo Dynastorian if it attacks with creatures, and Restoration Seminar if the curve has room for a seven-drop. A green one wants Regenesis and one or two of the cheap spells. In both colours, run Replenish and Regenesis together: one puts the board back, the other saves your two best cards from graveyard exile.

Frequently asked questions

Can these cards return an Aura when there's no creature to enchant?

Not to the battlefield. An Aura put onto the battlefield without being cast attaches to whatever its controller chooses as it enters (Comprehensive Rules 303.4f), and with nothing legal to choose, it stays in your graveyard (rule 303.4g), as the reminder text on Replenish and Resurgent Belief says. It isn't cast, so it doesn't target and hexproof won't stop it, but it can't pick an enchantment creature returning alongside it, and if an opponent's creature is its only legal home, that's where it goes. The green spells dodge all of this: the Aura waits in your hand until you have a creature for it.

Does a Saga returned to the battlefield start over?

Yes. A card that changes zones becomes a new object with no memory of its last trip (Comprehensive Rules 400.7), and a Saga gets its first lore counter as it enters (rule 714.3a), so chapter I triggers again. Every finished Saga in your graveyard is a fresh one waiting for Replenish, and a Saga with read ahead even lets you pick its starting chapter again.

Do these cards work on an opponent's graveyard?

No. Every card on this list says "your graveyard", and a card always goes to its owner's graveyard (Comprehensive Rules 400.3): an enchantment of yours that an opponent had taken lands back in your graveyard, and one of theirs you had taken goes to theirs. The only card here that touches another player's graveyard is Rite of Renewal, which just shuffles up to four of their cards back into their library, a tidy answer to a reanimation deck.

Can a returned enchantment be countered?

The spell that returns it can be: Replenish, Resurgent Belief as it comes off suspend, the Dynastorian's copy, each Restoration Seminar copy and both casts of Profound Journey all use the stack. The enchantments themselves are put onto the battlefield rather than cast, so there's nothing to counter, and they trigger everything that cares about an enchantment entering but nothing that says "whenever you cast". A card you return to your hand is cast normally later, and can be countered then.

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