Regeneration is a replacement effect that, when a creature would be destroyed, instead removes all damage from it, taps it, and removes it from combat — saving it from destruction. This is governed by CR 701.15, which defines regeneration, and CR 614.1, which explains replacement effects.
When a spell like Wrath of God says 'destroy all creatures,' each creature is individually checked for replacement effects as it would be destroyed. If a creature has an active regeneration shield (meaning a regeneration ability was activated this turn), that shield is used up, and the creature survives instead of being destroyed (CR 701.15b).
Critically, the regeneration shield must already be in place — it must have been activated before the destroy effect resolves. A player can activate a regeneration ability in response to the spell, putting it on the stack before the destroy spell resolves, so it is ready when needed (CR 116.2).
However, some 'destroy all creatures' spells specifically say 'regeneration doesn't prevent this destruction' (like Wrath of God's older variants) or use exile instead of destruction. If the spell says regeneration can't save the creature, or if it exiles rather than destroys, regeneration provides no benefit (CR 701.15c).
Example: Your opponent casts Crux of Fate. In response, you activate your Sedge Troll's regeneration ability. When Crux of Fate resolves and would destroy Sedge Troll, the regeneration shield triggers instead — Troll is tapped, damage is removed, it leaves combat, but it is NOT destroyed and stays on the battlefield.
Unofficial fan resource — not affiliated with or endorsed by Wizards of the Coast. Answers are AI-generated estimates grounded in the Comprehensive Rules and are not a substitute for an official judge. Verify anything match-critical.