
Regenesis Sage – #ALIN-EN014
If a monster with 2500 original ATK or DEF is on the field, you can Special Summon this card (from your hand). You can only Special Summon “Regenesis Sage” once per turn this way. You can only use each of the following effects of “Regenesis Sage” once per turn. When your opponent activates a card or effect (Quick Effect): You can send 1 other “Regenesis” card from your hand or face-up field to the GY; negate the activation, and if you do, destroy that card. During your opponent’s End Phase, if this card is in the GY because it was sent there this turn: You can add this card to your hand.
Date Reviewed: July 15th, 2025
Rating: 3.58
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Reviews Below:

King of
Lullaby
Hello Pojo Fans,
Regenesis Sage resumes our look at the Regenesis archetype, something that hasn’t seen as much play as originally thought…darn you Mitsurugi.
2500/2500 stat line like all the other Regenesis monsters, Sage has the same kind of Special Summon ability that relies on something on the field that has an original ATK or DEF of 2500. One Regenesis can help Special Summon all of them, but there’s a boat-load of monsters that have 2500ATK or DEF that will allow any Regenesis to Special Summon themselves. Sage also have Xyz potential with Regenesis Warrior, both being Level 7’s as well as any other Level 7’s you wanna throw into the mix (Kashtira).Once on the field, Sage is the negation power of the archetype, negating any card or effect at the cost of a Regenesis card from the hand or on the field. With the Regenesis Spell/Trap Cards having banish effects in the grave, and each Regenesis monster (excluding Lord) able to bring themselves back during the opponent’s End Phase when sent there that turn, there isn’t really any loss here, especially if you are using this negation and destruction on something important.
As mentioned, each Regenesis monster can bring themselves back from the graveyard to the hand during the opponent’s End Phase if they were sent there that turn. Sage’s negation is a Quick Effect (thankfully) so you’ll be using it during the opponent’s turn for sure. If you have to use it during your turn the Spell Card “Regenesis” is the archetype Monster Reborn card. The effect to bring itself back like all Regenesis monsters have during the opponent’s turn all-but negates the loss of monsters through effects/battle if they are not banished, making sure you’ll have a steady supply of Regenesis monsters on hand and allowing you to play other cards rather than cards to recycle the in-grave Regenesis.
Every archetype needs some kind of negation or way of getting to negation. Regenesis Sage is your negation power that can set up the grave for Graveyard effects via the Spell/Traps of the archetype and when using its negation on the opponent’s turn it will get the discard back baring it’s a monster. The cycle-back ability of these monsters during the opponent’s End Phase should not be undervalued.
Advanced- 3.5/5 Art- 3/5
Until Next Time,
KingofLullaby

Crunch$G
From the starter for Regenesis to one of the three bodies you can summon to the field to extend, now we have Regenesis Sage.
Regenesis Sage is a Level 7 WATER Spellcaster with 2500 ATK and DEF. Same stats all week, which are solid, same goes for WATER and Spellcaster. To summon Sage from the hand, all you need to do is control a monster with 2500 ATK or DEF, which Regenesis Archfiend or Kashtira Unicorn can easily fulfil at the start of your turn. It won’t be hard to spit your Regenesis monsters out onto the field, hence the HOPT to summon them this way. Remaining effects are also HOPT each, with the second being the same as yesterday to recover itself if sent to the grave on the opponent’s turn. The first effect is a Quick Effect for when the opponent activates a card or effect, letting you send another Regenesis card from your hand or face-up field to the graveyard to negate the activation and destroy that card. Super simple omni-negation by using your Regenesis cards, most likely the monsters so you can add them back to your hand. With Konami seemingly straying away from so much omni-negation in favor of getting a bit more specific on what cards can or can’t negate, at least Regenesis still gets to negate anything. Sage is one of the better Regenesis names, though you likely don’t want to brick on too many with Archfiend and Regenesis both searching your monsters, though you would want to open something for Archfiend to reveal, so 1-2 is fine.
Advanced Rating: 3.5/5
Art: 4.5/5 Has the Spellcaster vibe for sure.

Mighty
Vee
The most popular monster to pair with Regenesis Archfiend, our coverage continues with Regenesis Sage, a level 7 WATER Spellcaster monster (weirdly enough, Sage and Regenesis Warrior are level 7 instead of 8. Dark Magician?). It has slight synergy with WATER decks since you can search it with Ice Barrier in addition to Regenesis Archfiend and the Regenesis Spells, though in practice you’ll be sticking to Archfiend. No points for guessing what Sage’s stat spread is– 2500 attack and defense, shocker!
Sage shares its summoning condition with Regenesis Dragon and Warrior– rather than revealing a monster with the 2500 stat spread like Archfiend, it’ll instead be able to Special Summon itself once per turn as long as you control a monster with 2500 original attack or defense. Naturally, this will include all Regenesis monsters so far, but it also pairs excellently with Kashtira Unicorn, a card that otherwise is awkward to use with Archfiend. You’ll still rely mostly on Archfiend to summon Sage though, considering Archfiend will set up its summon all by itself as long as you can summon Archfiend in the first place. Sage’s first hard once per turn effect is unique to itself, a Quick Effect that responds to your opponent activating a card or effect to send any Regenesis card from your hand or face-up on your field to the Graveyard, negating that activation and destroying the card. As always, omni negates are simple but strong, and Archfiend is the perfect fodder for sending during your opponent’s turn since it’ll recycle itself. Of course, that brings us to Sage’s final hard once per turn effect, shared by most Regenesis monsters to add itself back to your hand during your opponent’s End Phase if it was sent to the Graveyard that turn. Ironically, Sage is the least adept user of this effect, since you’ll actually want Sage to stick around and use Archfiend as fodder instead. That said, you can still take advantage of Regenesis Birth to send Sage to the Graveyard during your opponent’s turn and recycle it that way. Unfortunately, we also have to talk about the main flaw of this particular trio of monsters; they depend almost entirely on fielding a monster before they can summon themselves. Archfiend is pretty much the only reliable way these guys will see the light of day, and god forbid you open multiples of them! For that reason, if you’re using Regenesis as a side engine, most decks will run just Archfiend and Sage since its omni negate is the most flexible disruption. Even then, just stick to 1 Sage.
+Solid negate that combos well with other Regenesis monsters
+Easily enabled and fueled by Regenesis Archfiend
-Horrendously bricky card
-Doesn’t use its recycle effect as well as the other Regenesis monsters
Advanced: 3.75/5
Art: 3.5/5 They can’t keep getting away with blue women!
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