Fated Return - 4BBB
Put target creature card from a graveyard onto the battlefield under your control. It gains indestructible. If it's your turn, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on the top in any order.)
There's several key things to note about Fated Return. Fated Return doesn't care what graveyard the creature you target is in, meaning you can steal from your opponent's. That alone makes Fated Return a much more interesting spell, with a higher potential for abuse in multiplayer formats such as commander where there's bound to be plenty of tasty targets to choose from.
Unlike Rescue from the Underworld you don't need to control a creature to cast Fated Return and the spell isn't as niche like Grim Return with the creature actually sticking around unlike those reanimated by Whip of Erebos. Although Fated Return won't allow you to nab any permanent like Obzedat's Aid will, it gives the targeted creature indestructible. That makes your new threat much more intimidating for your adversary to deal with. They'll need to exile it with spells such as Gild, Chained to the Rocks, Merciless Eviction, and Detention Sphere or bounce the creature with a Voyage's End, Cyclonic Rift, Far and Away, or Dramatic Rescue.
Because Fated Return is an instant you'll be able to use it as a combat trick on your rival's turn to block and take out one of their attackers then swing in with an unexpected threat on your turn. Alternatively, you can cast it during your own turn in order to gain the scry 2 and dig for other business spells.
How will you use Fated Return?
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