Cost: 1.

Interrupt: When an ally is defeated by an enemy attack, return it to its owner's hand instead of discarding it.

Forced Interrupt: When the round ends, discard this card.

Drax #32.

Don't throw this card into just any deck, but it is a good option if your strategy relies on ally recursion. Compared to other options like Rapid Response and Make the Call, this loses in terms of resource cost, but it has one key advantage. Whereas those cards bring your ally from your discard pile to play, Regroup allows you to replay it from hand, letting certain 'enters play' abilities like White Tiger's trigger.

Your deck's strategy might also just want to play a certain ally like Maria Hill over and over again, so even if you've maxed out on Make the Calls and Rapid Responses, you'll happily add copies of Regroup for that effect.

This card also tremendously improves in multiplayer games since it sees any ally die, not just your own. In 3 or 4 player games, I would play this just for raw value even if there aren't any allies it is super important to recur.

Stretch22 · 557
No limit on how many can be recurred either. It has its place in the right deck/situation. — AgentPhil · 1
That is super interesting. In multiplayer even a solo game, losing 2 or more allies in one round can get them thrown back into your hand! Since the forced interrupt is after the round is over and the regular interrupt just let's you do it. It's actually a really cool card when you start looking into it — Nomad · 11
To add to my last comment, this goes especially well with Blaze of Glory, which gives allies buffs, then deals an extra consequential damage. If you plan it out and have your allies all die from using Blaze of Glory, then you can get them all back in your hand with regroup — Nomad · 11
It doesn't trigger if they are defeated by consequential damage, Allies are only returned to their owner's hand when they are defeated by an enemy attack. — nepresto · 7