Premodern Replenish Deck Guide (2026)
How to play Premodern Replenish: a blue-white combo deck that deliberately mills its own enchantments with Attunement, then returns them all to the battlefield at once with Replenish, locking the game as early as turn three. This guide covers the current post-ban decklist, the Opalescence and Parallax Wave interaction that most guides get wrong, mulligans, how to beat graveyard hate, every major matchup, the Exalted Angel sideboard plan and what it really costs.
How the deck wins
- The engine is self-mill. Attunement costs no mana to activate: you simply return it to your hand, draw three and discard four, at instant speed. You choose those four, so Opalescence, Parallax Wave and Decree of Silence go straight to the graveyard, and Attunement is back in your hand to do it again. Frantic Search and Intuition do the same job.
- Replenish returns all enchantment cards from your graveyard to the battlefield for four mana. Not a choice of one, all of them. That is how an eight-mana Decree of Silence hits play on turn three: the deck never casts it and never cycles it, it just discards it and reanimates it.
- Opalescence makes every other non-Aura enchantment a creature with power and toughness equal to its mana value, so Decree of Silence attacks as an 8/8 and each Parallax Wave as a 4/4. Opalescence does not animate itself, which is why it survives removal that would kill a creature. Note that everything arriving off Replenish is summoning sick, so the first attack comes a turn later.
- The kill is a lock, not a burst. Decree of Silence counters their next three spells for free while the animated enchantments attack. A goldfish kills on turn four or five, a normal game on turn five or six.
Core cards
- 4 Attunement
- 4 Replenish
- 4 Opalescence
- 4 Parallax Wave
- 4 Swords to Plowshares
- 3 Frantic Search
- 3 Intuition
- 3 Decree of Silence
- 3 Seal of Cleansing
- 3 Abeyance
- 4 Ancient Tomb
- 4 Flooded Strand
Key cards
- Attunement: The real enabler: returning it to your hand is the entire activation cost, so it is free, instant-speed and repeatable, and it puts four chosen cards in your graveyard every time.
- Replenish: Four mana to return every enchantment card in your graveyard to the battlefield at once. A Parallax Wave returned this way is a new object, so it comes back with five fresh fade counters.
- Opalescence: Turns each other non-Aura enchantment into a creature equal to its mana value, converting the lock into the clock. It never animates itself, so a lone Opalescence dodges creature removal entirely.
- Parallax Wave: Exiles a creature for a fade counter and no mana, at instant speed. Beware that when the Wave leaves play normally, everything it exiled comes straight back.
- Decree of Silence: An eight-mana enchantment the deck never casts: it is discarded, reanimated by Replenish, counters their next three spells for free, and attacks as an 8/8 under Opalescence.
- Intuition: Name three enchantments and it does not matter which one the opponent hands you: the other two land in the graveyard, which is exactly where the deck wants them.
- Abeyance: One mana to shut off their instants, sorceries and activated abilities for the turn, and it replaces itself. It is the protection spell that clears the way for Replenish.
- Seal of Cleansing: Pre-emptive artifact and enchantment removal that answers Tormod's Crypt, doubles as Replenish fodder and attacks as a 2/2 under Opalescence.
Mulligan guide
Keep
- Two or more lands with a blue source plus Attunement, Frantic Search or Intuition: the graveyard filler matters more than the payoff, because you can find Replenish later.
- Ancient Tomb plus a blue source plus Attunement is the dream, since that is a turn-two engine and a turn-three Replenish.
- Replenish with Attunement and two lands, even holding no enchantments, because Attunement digs and bins at the same time.
Ship
- Any hand with no blue source: Attunement, Frantic Search and Intuition are all blue and a white-only hand does nothing.
- Payoff without enabler: Replenish plus Opalescence plus Parallax Wave and no way to fill the graveyard means hard-casting, which takes until turn eight.
- Against Sligh and Goblins, any hand that needs turn five. You are dead by then.
Judge the hand by its graveyard filler, not by its combo pieces. This deck finds the payoff easily and cannot function without the enabler.
Play tips and sequencing
- The interaction that wins games: with Opalescence out, Parallax Wave is a creature and can target itself. Activate it at one of their creatures, hold priority, then activate it again targeting the Wave. The Wave exiles itself, returns as a new object with five fresh counters, and the first activation still exiles their creature, except the object holding it no longer exists. That creature is gone permanently, it costs no mana and you can repeat it immediately.
- Without that trick, an animated Wave dying hands their whole board back. A 4/4 Wave is a legal target for burn and for Wrath effects, so exile carefully rather than leaving it to fade away.
- Do not tap out into Replenish against blue. Lead with Abeyance on your own main phase, which turns off Counterspell, Mana Leak, instant-speed Disenchant, Seal of Cleansing activations and Tormod's Crypt, then combo.
- Always discard Decree of Silence to Attunement: you are never going to pay eight mana for it, so it is strictly better in the graveyard. Keep one Opalescence and one Parallax Wave in hand as insurance against graveyard hate, and never bin your last Replenish.
- Activate Attunement at their end step so you untap with a loaded graveyard and full mana for Replenish.
- Do not over-Replenish into two Opalescence: two copies animate each other into 4/4s and hand the opponent live removal targets they did not previously have.
- Against graveyard hate, make them spend it first. Attunement is repeatable, so a single Tormod's Crypt only buys them one turn, and Phyrexian Furnace exiling one card at a time barely dents a graveyard with eight enchantments in it.
Matchups
- Stiflenought (even): Their 12/12 arrives faster than your lock, but four Swords to Plowshares and Parallax Wave answer a one-card threat cleanly. Meddling Mage and Defense Grid swing it after boarding.
- Goblins (even): The Opalescence and Wave lock sweeps their board for free, but they kill on turn four and Gempalm Incinerator can shoot an animated Wave, handing everything back.
- Sligh (even): Unfavourable game one since you gain no life, though Opalescence itself is not a creature and cannot be burned. Hydroblast, Sphere of Law and Exalted Angel flip it after boarding.
- Enchantress (unfavorable): Solitary Confinement makes them immune to damage, which blanks your entire clock, and Serra's Sanctum out-manas you. You need Seal of Cleansing on the Confinement to win at all.
- Landstill (favorable): They have no clock once Tsabo's Web shuts off the manlands, and Decree of Silence, Abeyance and Defense Grid are all specifically anti-counterspell.
- Elves (favorable): A free, repeatable, one-sided board sweep against a deck that commits many creatures and has no way to touch an enchantment.
- Mono Black (favorable): Their entire removal suite is dead against zero creatures, and their discard puts your enchantments exactly where you want them.
- UG Madness (favorable): A creature deck with no enchantment removal walking into the lock. Circular Logic is their only real disruption.
- Oath of Druids (even): Running zero creatures turns their Oath of Druids completely off, until you animate with Opalescence and switch it back on. Their land destruction is the real threat.
- The Rock (even): Pernicious Deed for four destroys your whole board in one card, which is the scariest thing you can face, but you simply Replenish it all back.
- Reanimator (even): They are faster, but Swords and Parallax Wave answer a single fatty cleanly. Meddling Mage naming Exhume is excellent after boarding.
- Tron (favorable): Landstill without the manlands: they have no clock, and Decree of Silence plus Defense Grid beats a deck that wants to cast expensive spells on its own terms.
- Clerics (favorable): Creature tribal with no enchantment removal against a free repeatable mass-exile engine. Their Zombie tokens just give Parallax Wave more targets.
- The Solution (even): Counterspells plus a hasty flier plus burn that picks off animated Waves is an awkward combination. Defense Grid and Tsabo's Web are your best cards.
- Dromar Control (unfavorable): Meddling Mage naming Replenish is close to game over, backed by counterspells and Duress. You have to answer the Mage and still fight through Counterspell.
Sideboard guide
- vs Decks whose sideboard is enchantment removal (Sligh, Goblins, Mono Black, The Rock): Exalted Angel. The transformational plan and the most important board card: after boarding they load up on Disenchant and graveyard hate, and a 4/5 lifelinking flier makes every one of those cards dead. Do not bring it against decks with live creature removal, and note it switches on an opposing Oath of Druids.
- vs Counterspell decks: Defense Grid. Their spells cost three more on your turn and yours do not, which makes Replenish essentially uncounterable. The single best card against Landstill and blue tempo.
- vs Blue decks, Reanimator and combo: Meddling Mage. Names Counterspell, Disenchant, Stifle or Exhume, and doubles as a clock. Bring it only where their creature removal is already dead.
- vs Wasteland and Rishadan Port decks: Tsabo's Web. Their utility lands stop untapping and it replaces itself, protecting a manabase that badly needs Ancient Tomb to stay put.
- vs Sligh and Goblins: Hydroblast, Blue Elemental Blast, Sphere of Law. One mana to answer a burn spell or a red permanent, and Sphere of Law blanks Lightning Bolt outright while being an enchantment Replenish can return.
- vs Graveyard hate and Enchantress: Seal of Cleansing. Instant-speed answer to Tormod's Crypt, Phyrexian Furnace and Solitary Confinement that is also Replenish fodder.
Budget and upgrades
Typical cost: $1,750–$3,150. Three cards are 77 percent of the price: **Intuition**, **Replenish** and **Ancient Tomb**. Intuition and Replenish are both on the Reserved List and will never be reprinted, so this is structural rather than a spike you can wait out. Everything else in the deck is genuinely cheap.
- Cut Intuition entirely, which is nearly 40 percent of the cost for three cards. The deck loses consistency but keeps its whole engine, since Attunement and Frantic Search still fill the graveyard.
- Trim Ancient Tomb to two copies: you lose some turn-two Attunement draws and the deck gets a turn slower.
- Everything else is affordable. Opalescence, Parallax Wave and Attunement playsets together cost a fraction of one Intuition, and the whole sideboard is inexpensive.
- There is no substitute for Replenish itself. If four copies are out of reach, build Enchantress instead: it wants only one or two and its expensive pieces are cheaper.
- A build without Intuition and with two Ancient Tomb plays almost identically and costs roughly half.