Cool Card Design of the Day10/31/2012 -The random thought occurred to me that a fairly natural regeneration cost for a creature is its casting cost. Regeneration is a little like getting to recast a creature right after it dies, so what does it look like to make that metaphor more concrete?
The immediate concern when I mused about this on Twitter was "Bad gameplay- ties up way too much mana in future turns" which is fair—A card like Selesnya Sentry will rarely be regenerated because it costs so much to do. That said, who's to say the card is only good if it can be regenerated? Sentry is efficient enough to play without the regeneration ability. Can we make cards with matching costs that don't suck?