Regna, the Redeemer is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Partner with Krav, the Unredeemed (When this creature enters, target player may put Krav into their hand from their library, then shuffle.) Flying At the beginning of each end step, if your team gained life this turn, create two 1/1 white Warrior creature tokens.
Complete guide
Regna, the Redeemer is a powerful engine for token strategies, offering both aerial presence and a steady stream of reinforcements. As a legendary Angel with the 'Partner with' keyword, she works best alongside her demonic counterpart to dominate the battlefield. By rewarding your team for gaining life, Regna ensures your board state continues to grow every single turn.
Token Production and Life Gain
Regna's primary ability triggers at the beginning of each end step, provided your team gained life during that turn. It is important to note that this is an 'intervening if' clause; if no life was gained before the end step begins, the ability will not trigger at all. However, it does not matter how much life was gained or if you also lost life during the turn. As long as at least one point of life was added to your total (or your teammate's total in formats like Two-Headed Giant), Regna will create two 1/1 white Warrior creature tokens.
The Partner Mechanic
When Regna, the Redeemer enters the battlefield, you may target a player to search their library for Krav, the Unredeemed. Even though the reminder text is brief, official rulings clarify that the player must reveal the card before putting it into their hand and then shuffle. In Commander, this keyword also allows both Regna and Krav to serve as your commanders simultaneously, effectively giving you a 98-card deck and access to both White and Black color identities.
Timing and Tracking
Common mistakes often involve the timing of life gain. You cannot gain life during the end step to trigger Regna for that same turn, as the condition is checked the moment the phase begins. Additionally, Regna does not need to be on the battlefield when the life gain occurs. If you gain life during your main phase and then cast Regna, her ability will still see that life was gained earlier that turn and trigger during your end step.
Interaction examples
With both on the battlefield, you can activate Krav, the Unredeemed by paying {B} and sacrificing a creature. This causes you to gain life and draw a card. Because you gained life, when the end step begins, Regna, the Redeemer triggers to create two 1/1 white Warrior tokens. These tokens then provide fresh fodder for Krav to sacrifice on future turns.
If you gain life on an opponent's turn, Regna will trigger during their end step as well. This allows you to generate two 1/1 white Warrior tokens during every single player's turn, provided you have a way to consistently gain life, rapidly building an army outside of your own main phase.
If Regna, the Redeemer is in your graveyard and you attack with Sun Titan, you cannot use the Titan's ability to return Regna because her mana value is 6 (which is greater than 3). However, if you use another effect to return Regna to the battlefield, her 'Partner with' ability triggers immediately, allowing you to search your library for Krav, the Unredeemed to ensure your engine is ready.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Regna, the Redeemer
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Regna's last ability checks if any player on your team gained life at any point during the turn. It doesn't matter if the player also lost life or whether the team's life total is greater than it was at the beginning of the turn. It also doesn't matter whether Regna was on the battlefield when the life gain happened.
No other card is named in this ruling.
- #2· Wizards of the Coast
Regna's last ability has you create two tokens, regardless of which player on your team gained life, how many players on your team gained life, or how much life was gained.
No other card is named in this ruling.
- #3· Wizards of the Coast
If your team didn't gain life during the turn before the end step begins, Regna's last ability won't trigger at all. Gaining life during the end step won't cause the ability to trigger.
No other card is named in this ruling.
- #4· Wizards of the Coast
"Partner with [name]" represents two abilities. The first is a triggered ability: "When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library."
No other card is named in this ruling.
- #5· Wizards of the Coast
Note that the target player searches their library (which may be affected by effects such as that of Stranglehold) and that the card they find is revealed, even though these words aren't included in the ability's reminder text.
No other card is named in this ruling.
- #6· Wizards of the Coast
The second ability represented by the "partner with [name]" keyword modifies the rules for deck construction in the Commander variant and has no function outside of that variant. If a legendary creature card with "partner with [name]" is designated as your commander, the named legendary creature card can also be designated as your commander. For more information on the Commander variant, please visit Wizards.com/Commander.
No other card is named in this ruling.
- #7· Wizards of the Coast
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Khorvath and Sylvia are your commanders, your deck may contain cards with red and/or white in their color identity, but not blue, black, or green.
No other card is named in this ruling.
- #8· Wizards of the Coast
Both commanders start in the command zone, and the remaining 98 cards of your deck are shuffled to become your library.
No other card is named in this ruling.
- #9· Wizards of the Coast
To have two commanders, both must have the partner ability (featured in the Magic: The Gathering—Commander™ (2016 Edition) set) or corresponding "partner with" abilities as the game begins. A creature with a "partner with" ability can't partner with any creature other than its designated partner. Losing a partner ability during the game doesn't cause either to cease to be your commander.
No other card is named in this ruling.
- #10· Wizards of the Coast
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional
the first time you cast the other. A player loses the game after having been dealt 21 damage from one of them, not from both of them combined. Command Beacon's effect puts one into your hand from the command zone, not both.
No other card is named in this ruling.
- #11· Wizards of the Coast
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
No other card is named in this ruling.
- #12· Wizards of the Coast
The triggered ability of the "partner with" keyword still triggers in a Commander game. If your other commander has somehow ended up in your library, you can find it. You can also target another player who might have that card in their library.
No other card is named in this ruling.
Interactions with other cards
These cards' text mentions Regna, the Redeemer.
Related cards and tokens
Legal formats
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Meta decks with Regna, the Redeemer
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Krav, the Unredeemed
Warrior
Sun Titan