Premodern Replenish Deck Guide (2026)
Premodern Replenish is a blue-white combo deck that discards its own enchantments with Attunement and returns them all at once with Replenish. Opalescence turns them into creatures, Parallax Wave exiles the opponent's creatures, and Decree of Silence counters their next three spells. Before the Parallax Tide ban in January 2026 every list played Tide, and Decree of Silence took its place. In paper events on MTGTop8 its share grew from about 4 percent of the lists before the ban to about 6 percent in the three months to mid-October. Brian Siu won the North American Championship at Lobstercon in May 2026 with it, three Replenish players reached the top eight of the 218-player European Championship in Gdańsk on September 5, and two the top eight of the 272-player Eurofest in Valencia on October 11. The reference list is Andrea Sangiorgi's, first of 38 at the Adriatic Pile in Ravenna on September 18, 2026.
How the deck wins
- The deck fills its own graveyard by discarding. Attunement costs no mana to activate: return it to your hand, draw three cards and discard four, at instant speed. You choose the four, so Opalescence, Parallax Wave and Decree of Silence go to the graveyard, and Attunement is back in your hand, ready to be cast again for {2}{U}. Frantic Search (draw two, discard two, untap up to three lands) and Intuition (two of the three cards it finds go to the graveyard) fill it too.
- Replenish returns every enchantment card from your graveyard to the battlefield for four mana. That is how an eight-mana Decree of Silence reaches the battlefield on turn three: the deck discards it and returns it with Replenish. Cycling it for {4}{U}{U} counters one spell in an emergency and also puts it in the graveyard.
- 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. Everything Replenish returns has just entered the battlefield, so it cannot attack until your next turn.
- The kill takes a few turns: Decree of Silence counters their next three spells while the animated enchantments attack. With Ancient Tomb, Replenish can resolve on turn three and the first attack comes on turn four; a normal game ends a turn or two later.
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
- 4 Adarkar Wastes
- 3 Skycloud Expanse
Key cards
- Attunement: Returning it to your hand is the entire activation cost, so it costs no mana and works at instant speed. Each activation draws three cards and puts four cards of your choice in your graveyard, and you can use it again every time you recast it for {2}{U}.
- 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, the opponent's included, into a creature with power and toughness equal to its mana value, so your enchantments can attack. 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, and loses a counter in each of your upkeeps. When the Wave leaves the battlefield, every card it exiled comes back, though exiled tokens are gone for good; only an exile that resolves after the Wave is gone lasts, which is the trick in Play tips.
- Decree of Silence: An eight-mana enchantment the deck never casts: it is discarded, returned by Replenish, counters their next three spells for free, and attacks as an 8/8 under Opalescence, which also makes it a target for creature removal.
- Intuition: Find three enchantments, and whichever one the opponent puts into your hand, the other two go to the graveyard for Replenish.
- Ancient Tomb: In every list: two colorless mana from one land, which is what makes a turn-two Attunement and a turn-three Replenish possible. Each use deals 2 damage to you, which adds up against burn.
- Abeyance: Two mana at instant speed: for the rest of the turn the target player cannot cast instants or sorceries or activate abilities that aren't mana abilities, and you draw a card. Cast it on your own turn before you discard your enchantments, since they can still answer Abeyance itself, or in their upkeep to stop an Armageddon or a Hermit Druid turn. In about seven of ten main decks since September, one to three copies, most often three.
- Seal of Cleansing: Sacrifice it to destroy an artifact or enchantment: Solitary Confinement, Aura Flux, Gloom or a Phyrexian Dreadnought, though under Gloom the activation costs {3}. It goes back to the graveyard for the next Replenish and attacks as a 2/2 under Opalescence. Tormod's Crypt can be used in response to it, and in response to Abeyance as well, so deal with the Crypt before you discard your enchantments.
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 fastest start: Attunement on turn two and Replenish on turn three, once a third land makes white.
- 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 casting Opalescence and Parallax Wave one at a time for four mana each, which is too slow.
- Against Sligh and Goblins, a hand that does nothing before turn five: without Parallax Wave or Swords to Plowshares to slow them, they deal too much damage by then.
Judge the hand by its graveyard fillers first: the deck finds Replenish and the enchantments easily, but without Attunement, Frantic Search or Intuition it cannot fill the graveyard.
Play tips and sequencing
- With Opalescence out, Parallax Wave is a creature and can target itself. Activate it at up to four of their creatures, holding priority, then once more at the Wave. That last activation resolves first: the Wave is exiled and returns at once as a new object with five fade counters, and the earlier activations then exile their creatures for good, because the Wave that exiled them is gone. It costs no mana and you can repeat it right away, but creatures the old Wave had exiled before come back when it leaves.
- Without that trick, a Wave that leaves the battlefield, through removal or by fading away, hands back everything it exiled. Under Opalescence it is a 4/4 creature that Swords to Plowshares, enough burn or Wrath of God can remove; against targeted removal, use its remaining counters on their creatures in response, the last one on the Wave itself.
- Against counterspells and graveyard hate, resolve Abeyance before Replenish: for the rest of the turn they cannot cast Counterspell, Mana Leak or Disenchant, or activate Seal of Cleansing or Tormod's Crypt. They can still respond to Abeyance itself, so cast it before you discard your enchantments, then activate Attunement and cast Replenish.
- Discard Decree of Silence to Attunement: you are not going to pay eight mana for it, and Replenish returns it. 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. Against Tormod's Crypt, Phyrexian Furnace or Withered Wretch, discard on your own turn after Abeyance has resolved instead.
- Avoid discarding a second Opalescence before Replenish: Replenish returns every copy, and two Opalescences animate each other into 4/4 creatures that creature removal can hit.
- Against graveyard hate, keep the enchantments in hand until the turn you cast Replenish, then discard them with Attunement at instant speed. Tormod's Crypt used in response to Replenish exiles the whole graveyard and leaves that Replenish with nothing to return, so deal with the Crypt first, with Seal of Cleansing or Abeyance, while your graveyard is still nearly empty. Phyrexian Furnace and Withered Wretch exile one card at a time, so discard more than one copy of the card that matters most.
- Attunement activations are not spells: they do not break an opposing Standstill, and counterspells cannot stop them, though Stifle can. Casting Attunement again is a spell, so under Standstill or against open counter mana you get one activation for each Attunement that resolves.
Matchups
- Stiflenought (favorable): Their 12/12 can arrive before your lock, but four Swords to Plowshares, Seal of Cleansing and Parallax Wave answer it, and if a Wave holding Dreadnought leaves the battlefield, Dreadnought returns and needs another Stifle to stay. Stifle also counters Seal and Wave activations and an Attunement draw, Counterspell, Daze and Foil fight the setup, and Chain of Vapor returns a Wave or Opalescence to your hand. A Decree of Silence on the battlefield counters their next three spells, Stifle included. After boarding bring Meddling Mage and Defense Grid. MTGDecks: 58 percent over 206 matches.
- Goblins (favorable): Parallax Wave exiles their best creatures, the enchantments Opalescence animates block the rest, and Replenish rebuilds the board after enchantment removal. Their answers are main-deck Naturalize in the green lists, just over half since September, and Wasteland and Rishadan Port on your mana. After boarding they add Tormod's Crypt, Tranquil Domain, Pyroblast and Red Elemental Blast, and about half the lists bring Anarchy, which destroys every white permanent, though your next Replenish returns the enchantments. Bring Hydroblast, Blue Elemental Blast and Sphere of Law. MTGDecks: 60 percent over 130 matches.
- Sligh (slightly unfavorable): Game one is a race you often lose: you gain no life and have no blockers until Opalescence animates, though Opalescence itself is not a creature and cannot be burned, and every Ancient Tomb activation deals 2 damage to you. Seal of Cleansing destroys Sulfuric Vortex, which also stops Exalted Angel's lifegain, Cursed Scroll or Black Vise. After boarding Hydroblast, Blue Elemental Blast, Sphere of Law and Exalted Angel help, though Sphere of Law does not reduce damage from the colorless Cursed Scroll, Black Vise and Mishra's Factory. Their Pyroblast and Red Elemental Blast counter Intuition, Frantic Search and Attunement, and Anarchy destroys every white permanent at once, but the enchantments go to your graveyard, where your next Replenish returns them. MTGDecks: 45 percent over 138 matches.
- Enchantress (even): Solitary Confinement makes them immune to damage, which blanks your entire clock, and Serra's Sanctum out-manas you, so Seal of Cleansing on the Confinement, once Sterling Grove no longer gives it shroud, is usually how you win. MTGDecks: 50 percent over 129 matches.
- Landstill (unfavorable): Every setup spell walks into Counterspell, Mana Leak or Prohibit, and after boarding Annul and Meddling Mage, which can name Replenish. A resolved Standstill gives them three cards for the first spell you cast, but Attunement activations are not spells, so dig under it with them. Their main deck also has Disenchant and Phyrexian Furnace, and about half the lists play Humility: while Opalescence is out, it takes every ability from your animated enchantments, Parallax Wave and Decree of Silence included, so destroy it with Seal of Cleansing first, or exile it with Swords to Plowshares once Opalescence has made it a creature. Abeyance and Defense Grid get Replenish through the counters, a returned Decree of Silence then counters their next three spells, and Tsabo's Web keeps Mishra's Factory and Dust Bowl tapped. MTGDecks: 36 percent over 58 matches.
- Elves (favorable): Parallax Wave exiles their attackers and blockers, and a resolved Replenish returns Opalescence and every enchantment at once. Their answers are Nantuko Vigilante in the main deck and Naturalize, Tranquil Domain and Tormod's Crypt after boarding; Replenish returns what Vigilante, Naturalize or Tranquil Domain destroys, so the Crypt is the card to play around. Limited data: 75 percent over 28 matches.
- Mono Black (even): Their creature removal has no target until Opalescence animates your enchantments, and Hypnotic Specter's random discard and Ravenous Rats, where you choose the card, put enchantments where you want them. Duress and Cabal Therapy take Replenish itself, and Withered Wretch exiles a card from your graveyard for each {1} they pay, so cast Replenish when they have little mana open. After boarding expect Gloom, which makes your white spells and every Parallax Wave or Seal of Cleansing activation cost three more, Dystopia and Tormod's Crypt. MTGDecks: 50 percent over 115 matches.
- UG Madness (slightly favorable): Daze and Circular Logic are their main-deck disruption, so on the combo turn cast Abeyance first, which also stops Wild Mongrel. After boarding they bring Tormod's Crypt for your graveyard and Naturalize and Tranquil Domain for Opalescence and Parallax Wave. Limited data: 63 percent over 24 matches.
- Oath of Druids (favorable): Running zero creatures turns their Oath of Druids off until Opalescence or your sideboard creatures give you more creatures than they control, and Parallax Wave exiles a hard-cast Terravore. Their real threats are Wasteland and Rishadan Port on your mana and Sphere of Resistance, which makes Replenish cost five, so keep lands in hand; Tsabo's Web keeps Port, Mishra's Factory and Treetop Village tapped. Naturalize, main deck in about half their lists, and Aura of Silence after boarding answer Opalescence or Parallax Wave. MTGDecks: 80 percent over 46 matches.
- The Rock (favorable): Pernicious Deed for four destroys everything but Decree of Silence in one card, and you Replenish it all back, since they play no counterspells. Their real angle is discard: Duress and Cabal Therapy can take Replenish or Attunement before you assemble the combo, and after boarding Tormod's Crypt and Haunting Echoes attack your graveyard. Limited data: 83 percent over 30 matches.
- Psychatog (unfavorable): Counterspell, Foil and Duress fight every setup spell, and they have the cards to counter Replenish itself. Dig with Attunement at their end step, resolve Abeyance on the combo turn or bring Defense Grid, and name Counterspell with Meddling Mage after boarding. Annul, main deck in about a third of their lists and in almost every sideboard, counters Attunement, Opalescence, Parallax Wave and Defense Grid, and after boarding expect Tormod's Crypt or Haunting Echoes. MTGDecks: 36 percent over 45 matches.
- Reanimator (even): They are faster, but Swords to Plowshares answers a single reanimated creature such as Akroma for good, Parallax Wave holds it until the Wave leaves, and a Decree of Silence on the battlefield counters Reanimate, Exhume and Animate Dead. After boarding bring Meddling Mage naming Exhume or Reanimate, both in nearly every list. Limited data: 60 percent over 20 matches.
- Tron (favorable): Like Landstill they play counterspells and Wrath of God, and their threats are Masticore and Decree of Justice. Miscalculation, Prohibit and Mana Leak fight the setup, and Disenchant answers Opalescence or a Wave. A Decree of Silence on the battlefield counters their next three spells and Defense Grid makes their counters cost three more on your turn, but a cycled Decree of Justice is an ability that gets around both; Parallax Wave exiles its Soldier tokens for good. Swords to Plowshares handles Masticore, which can regenerate from Seal of Cleansing. After boarding expect Meddling Mage, which can name Replenish, and Tormod's Crypt. No match data.
- Clerics (favorable): Their deck is creatures and discard with no main-deck enchantment removal, and Parallax Wave holds their board: an exiled Cleric does not die, so Rotlung Reanimator makes no Zombie from it, and Zombie tokens the Wave exiles never come back. Duress and Cabal Therapy take Replenish, and Withered Wretch, in almost every main deck, exiles a card from your graveyard for each {1}. After boarding Gloom and Dystopia are their real outs. No match data.
- The Solution (even): Counterspell, Mana Leak and Meddling Mage, in almost every list, fight the setup, and the Mage can name Replenish. Exalted Angel and Lightning Angel, which has haste, are the clock, and their burn kills small animated enchantments, though not Parallax Wave, which is a 4/4 under Opalescence. Disenchant is in about half their main decks. After boarding Cleansing Meditation destroys every enchantment at once, though your next Replenish returns them, and Tormod's Crypt or Phyrexian Furnace attack your graveyard; bring Defense Grid and your own Meddling Mage. No match data.
- Dromar Control (unfavorable): Meddling Mage, in almost every list, can name Replenish, backed by Counterspell, Mana Leak and Duress. Swords to Plowshares or Parallax Wave on the Mage lets you cast Replenish again, though their counters are still waiting, and Vindicate destroys Opalescence or a Wave. Exalted Angel is their clock. After boarding expect Annul and Tormod's Crypt. No match data.
- Deadguy Ale (favorable, draw-dependent): Duress, Vindicate and Gerrard's Verdict are in their main deck, with Withered Wretch in more than half the lists, and after boarding they add Tormod's Crypt and more enchantment removal. They save the Wretch for Opalescence and Parallax Wave in your graveyard. A fast draw still beats them, and Gerrard's Verdict helps you, since you choose the two discards and Replenish returns them. Exalted Angel is their clock. Very limited data: 100 percent over 5 matches.
- Aluren (even to slightly favorable): Both are enchantment combo decks. Abeyance in their upkeep stops Cavern Harpy's return, Spike Feeder and Survival for the turn. Seal of Cleansing on Aluren and Parallax Wave on a loop creature both work best while a Cavern Harpy spell is on the stack, and Wave can then exile one loop creature after another. At other moments they combo in response to Seal, and Harpy, returned to hand for 1 life and recast, returns a targeted Man-o'-War to their hand, while a recast Man-o'-War does the same for any other creature. Every Harpy they recast to save a creature gives you that moment again. Expect Naturalize for Opalescence and Parallax Wave, and Xantid Swarm on their combo turn. MTGDecks: 64 percent over 11 matches, limited data.
- Zombies (even): Fast pressure plus discard against a slow setup: they take Replenish with Duress or Therapy and keep Withered Wretch active on your discarded enchantments. After board Gloom makes Replenish, Parallax Wave, Opalescence and Seal of Cleansing cost three more to cast, and every Wave or Seal activation three more as well. Answer Gloom or Wretch a turn before you go off. No match data.
- Terrageddon (even): Parallax Wave exiles Elephant tokens forever but cannot target Nimble Mongoose, Opalescence plus Replenish makes a wall at once, and Abeyance can stop their Armageddon turn. Their three maindeck Naturalize effects are live against you, and Armageddon before four mana delays both combo pieces, so protect your mana. MTGDecks: 51 percent over 81 matches.
- MUD (even to unfavorable): Winter Orb delays the four mana Replenish needs. Seal of Cleansing kills lock pieces and Parallax Wave exiles Goblin Welder and Karn, but your Tsabo's Web only hits their Rishadan Port. After boarding Aura Flux makes every enchantment Replenish returns cost two in each of your upkeeps, which you cannot keep paying under Winter Orb. MTGDecks (Tinker Welder): 29 percent over 7 matches, very limited data.
- Full English Breakfast (even to slightly favorable): Both decks win with a combo out of the graveyard. Abeyance stops Survival of the Fittest, Hermit Druid and Krosan Reclamation for the turn, and cast in response to an upkeep Hermit Druid activation it leaves them drawing from an empty library. Seal of Cleansing destroys Survival or Animate Dead, and Parallax Wave exiles Hermit Druid or a reanimated Phyrexian Devourer. Cabal Therapy, in almost every main deck, can take Replenish, and after boarding expect Duress, Naturalize, Ray of Revelation and Swords to Plowshares for Meddling Mage. Limited data: 59 percent over 29 matches.
- Stasis (unfavorable): Replenish needs four mana and a stocked graveyard under a lock. Frantic Search untaps three lands, and Seal of Cleansing, which destroys Stasis or Black Vise, and Abeyance are the interaction, while their main-deck Chain of Vapor returns Opalescence or a Wave to your hand. After boarding bring Defense Grid and Meddling Mage, and expect Annul for Seal, Opalescence, Parallax Wave and Defense Grid. MTGDecks: 33 percent over 36 matches, limited data.
- White Weenie (favorable): Parallax Wave exiles their attackers, Swords and Abeyance slow them, and a resolved Replenish with Opalescence brings back a board bigger than theirs. Their plan is pressure plus Armageddon before you assemble it, with Aura of Silence, Seal of Cleansing and Disenchant for the Wave. After boarding your Exalted Angel and Meddling Mage, naming Armageddon, come in. Very limited data: 87 percent over 8 matches.
- BW Control (slightly favorable): Duress takes Replenish and Vindicate destroys Opalescence or a Wave, but Gerrard's Verdict works for you: you choose the two discards, and Replenish returns every enchantment among them. They play few creatures, so save Parallax Wave and Swords for Exalted Angel, in almost every list, or Decree of Justice tokens. Watch for graveyard hate: Phyrexian Furnace in most main decks, Haunting Echoes in about a third of them and most sideboards, which exiles your graveyard and every other copy of those cards in your library, and Tormod's Crypt after boarding. Tsabo's Web keeps Dust Bowl tapped. Limited data: 56 percent over 18 matches.
- Gro-a-Tog (favorable): They have counters and Meddling Mage, which can name Replenish. Abeyance does not stop the Mage, so exile it with Swords to Plowshares or Parallax Wave first, bait their counters with Attunement or Opalescence, and resolve Replenish behind Abeyance or on the turn they tap out, with a spare mana for Daze. Parallax Wave also exiles Quirion Dryad, which comes back without counters, and Psychatog. Armageddon, in about two thirds of their main decks, can keep you off four mana; Abeyance in their upkeep or a Decree of Silence on the battlefield stops it. After boarding expect Ray of Revelation, Seal of Cleansing, Duress and, in some lists, Annul. MTGDecks: 64 percent over 25 matches.
- Pit Rack (even): Their discard puts enchantments into your graveyard, and Bottomless Pit's random discard can do the same, though it can also take Replenish. The danger is Duress or Cabal Therapy on Replenish itself, Withered Wretch in some lists, and after boarding Planar Void, which exiles every card as it reaches a graveyard, plus Tormod's Crypt, Gloom and Dystopia. Seal of Cleansing destroys The Rack, Bottomless Pit or Planar Void. MTGDecks: 50 percent over 22 matches.
- Rebels (even): Their counters and Meddling Mage aim at Replenish, so exile the Mage with Swords to Plowshares and resolve Replenish behind Abeyance, which also stops their searches for the turn. Their searches are abilities that your counters cannot stop, so Parallax Wave on their best creatures is how you buy time. Expect Aura of Silence, Annul and Tormod's Crypt after boarding. No match data.
- Contamination (even): Contamination stops you from casting Replenish, Opalescence and Parallax Wave, so counter it or keep Seal of Cleansing on the battlefield to destroy it without mana. Attunement's return costs no mana and still fills the graveyard. Expect Duress and Cabal Therapy on Replenish, Phyrexian Furnace in most main decks, and Dystopia, Haunting Echoes or Tormod's Crypt after boarding; Tsabo's Web keeps Rishadan Port and Mishra's Factory tapped. Very limited data: 67 percent over 6 matches.
- Turbo Lands (even): Glacial Chasm prevents all damage to them, so your attacks do nothing until it is gone, and you have no way to destroy a land. Outlast them instead: Decree of Silence counters their next three spells, Seal of Cleansing destroys Horn of Greed, and Opalescence makes their Exploration and Seismic Assault creatures for Parallax Wave and Swords to Plowshares. Expect Tormod's Crypt and Pyroblast after boarding. No match data.
- Fluctuator (even): Abeyance in their upkeep, or in response to Songs of the Damned, stops every further cycle and the kill spell for that turn, and Seal of Cleansing destroys Fluctuator. A Decree of Silence returned by Replenish counters their next three spells. After boarding they can answer Abeyance with Gilded Light or Misdirection, so cast it when they are tapped out, though Misdirection can still be cast for free by exiling a blue card. No match data.
- RG Zoo (favorable): Zoo attacks like Sligh but with green creatures: Sphere of Law and Hydroblast only stop the red half, so Elephant tokens, Treetop Village and Quirion Dryad still hit for full damage. Parallax Wave handles the board, but they play main-deck Naturalize, usually two, for it or Opalescence, and after boarding Tranquil Domain, Tormod's Crypt for your Replenish, and Pyroblast or Red Elemental Blast for Attunement and Intuition. Keep Abeyance for the combo turn and bring Exalted Angel. MTGDecks: 68 percent over 31 matches.
Sideboard guide
- vs Decks that board enchantment removal and graveyard hate: Exalted Angel. In more than nine of ten sideboards, usually three copies: after boarding most decks load up on Disenchant effects and graveyard hate, and a 4/5 flier that gains you life dodges all of it. Leave it in the sideboard against decks with live creature removal, and remember it switches on an opposing Oath of Druids.
- vs Counterspell and disruption decks: Meddling Mage, Defense Grid. Meddling Mage is in nine of ten sideboards: name Counterspell, Stifle, Annul or Exhume, and it doubles as a clock. Defense Grid makes their spells cost three more on your turn, which makes Replenish very hard to counter, but on their turn your Intuition, Frantic Search and Abeyance cost three more as well; Attunement activations are not spells and stay free.
- vs Sligh and Goblins: Hydroblast, Blue Elemental Blast, Sphere of Law. One mana to counter a burn spell or destroy a red permanent. Sphere of Law prevents 2 of the damage each red source would deal to you, so Lightning Bolt deals 1, and Replenish can return it. It does not protect your animated enchantments or reduce damage from the colorless Cursed Scroll, Black Vise or Mishra's Factory.
- vs Utility lands: Landstill, Goblins, Oath and The Rock: Tsabo's Web. In about two thirds of sideboards, and in the main deck of about a quarter of the lists: Rishadan Port, Mishra's Factory, Treetop Village and Dust Bowl stop untapping, which also hurts Terrageddon, and it draws a card. Of your own lands only Flooded Strand has such an ability, and you sacrifice it anyway, so it does not hurt you.
- vs Graveyard hate and enchantment prison: Abeyance, Seal of Cleansing. The extra copies from the main deck, each in about half the sideboards. Resolved before you discard your enchantments, Abeyance turns off Tormod's Crypt, Phyrexian Furnace and Withered Wretch for the combo turn; Seal of Cleansing destroys Solitary Confinement, Aura Flux or Gloom, though under Gloom its activation costs {3}.
- vs Creature swarms: Wrath of God. In about a fifth of sideboards. Cast it before Replenish or without Opalescence on the battlefield, because animated enchantments are creatures and die too.
Budget and upgrades
Typical cost: $2,020–$3,830. The reference list (Andrea Sangiorgi, first of 38 at the Adriatic Pile, 18 September) costs about $3,830 with its sideboard at the Premodern-era printings tracked here. Three Intuition (about $1,070), four Replenish (about $900), four Ancient Tomb (about $530) and four Flooded Strand (about $480) are three quarters of that. Intuition, Replenish and Opalescence are on the Reserved List, and so is Abeyance (about $28 each), which most lists play but the reference list does not.
- The engine is affordable: Attunement about $20, Opalescence about $35 and Parallax Wave about $33 each. Swords to Plowshares, Frantic Search, Seal of Cleansing and Mana Leak cost a few dollars, Decree of Silence about $22.
- There is no substitute for Replenish itself (about $225 each): buy those four first.
- Cut Intuition (about $355 each) for Impulse or Mana Leak: the deck loses consistency but keeps its whole engine, since Attunement and Frantic Search still fill the graveyard.
- Play basic lands instead of Flooded Strand and trim Ancient Tomb to two: some draws get a turn slower. With these land changes and Impulse instead of Intuition, the deck costs about $2,020 with the same sideboard.
- The sideboard is about $330: Meddling Mage about $35, Exalted Angel about $33, Tsabo's Web about $24, Defense Grid about $16.
Every deck that costs under $500 with reprints is on our budget decks page, priced from a real tournament list.