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Redress Fate

Redress Fate {6}{W}{W}

Sorcery

Return all artifact and enchantment cards from your graveyard to the battlefield. Miracle {3}{W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Prints (10)

Set#RarityFinishesUSDFoil USD
Duskmourn: House of Horror Commander (DSC) 9 rare nonfoil $0.36
Duskmourn: House of Horror Commander (DSC) 41 rare nonfoil, foil
Duskmourn: House of Horror Commander (DSC) 41 rare nonfoil, foil
Duskmourn: House of Horror Commander (DSC) 9 rare nonfoil
Duskmourn: House of Horror Commander (DSC) 9 rare nonfoil
Duskmourn: House of Horror Commander (DSC) 9 rare nonfoil
Duskmourn: House of Horror Commander (DSC) 41 rare nonfoil $0.72
Duskmourn: House of Horror Commander (DSC) 9 rare nonfoil
Duskmourn: House of Horror Commander (DSC) 9 rare nonfoil
Duskmourn: House of Horror Commander (DSC) 41 rare nonfoil, foil

Rulings

  • 2024-09-20 If an Aura is being put onto the battlefield at the same time as a creature, that Aura can't enchant that creature.
  • 2024-09-20 If an Aura is put onto the battlefield without being cast, the Aura's controller-to-be chooses what it will enchant as it comes back onto the battlefield. An Aura put onto the battlefield this way doesn't target anything (so it could be attached to an opponent's permanent with hexproof, for example), but the Aura's enchant ability restricts what it can be attached to. If the Aura can't legally be attached to anything, it remains in its current zone.