The 2007 Magic: The Gathering Tenth Edition release featuring the Reviving Dose card (#34). This white instant provides life gain and card draw.
2007 • Magic: The Gathering • Tenth Edition
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| Condition | Value | Source | Trend | Price Details |
|---|---|---|---|---|
$0.06 | Guide Estimate | +20% | ||
Raw / Ungraded
TCGplayer Market (reference) · Guide Estimate evidence · captured Oct 17, 2026
Released in 2007, the Tenth Edition set remains a cornerstone for Magic: The Gathering collectors due to its comprehensive reprinting of core mechanics. Within this foundational block, the Reviving Dose card, designated as number 34, serves as a versatile white instant. Designed by D. Alexander Gregory, this common rarity card exemplifies the straightforward utility that defined the era's gameplay. The card's function centers on resource management, allowing players to gain three life while simultaneously drawing a card. This dual effect makes it a staple in decks focused on attrition and longevity. For collectors, cards like Reviving Dose represent the accessible entry point into the Tenth Edition product line. They are frequently sought after by those looking to complete base sets or acquire specific cards for casual play. Owning a copy of Reviving Dose allows collectors to engage with the strategic depth of the game's mid-2000s period. Whether used for building a personal library or completing a set, this card highlights the enduring appeal of Magic: The Gathering's core mechanics. The product's identity is rooted in its role within the 2007 core set, preserving a specific moment in the game's evolution.
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The catalog profile below summarizes the card identity, featured subject, and notable collectible traits.
The core identity of the card within the set.
The subject, team, league, and sport context tied to this card.
Featured
Reviving Dose
Game
Magic: The Gathering
Rarity, print treatment, and game-specific stats for this card.
Common
D. Alexander Gregory
Card Stock
English
{2}{W}
Instant
W
Abilities, attacks, oracle text, and flavor text printed on the card.
You gain 3 life. Draw a card.
Samite healers never mix their pungent elixir with sweetener or tea. The threat of a second dose is enough to get most warriors back on their feet.
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