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Ragnarok, Divine Deliverance
Legendary Creature — Beast Avatar
uncommon
Reach, vigilance, menace, trample, haste When Ragnarok dies, destroy target permanent and return target nonlegendary permanent card from your graveyard to the battlefield.
7/6
Meld
Semantic Tags
Attacks quickly and deals damage efficiently. Includes haste, double strike, first strike, prowess, and cards that grant these.
Suited for blocking and defense. Includes defender, reach, vigilance, and cards that incentivize blocking.
Benefits from creatures or permanents dying — death triggers, blood artist effects.
Difficult to block or grants evasion. Includes flying, menace, fear, intimidate, shadow, skulk, horsemanship, unblockable effects, and cards that grant these abilities.
Cares about cards in the graveyard, puts cards into the graveyard, or benefits from things dying.
Returns cards from the graveyard to your hand, the battlefield, or the top of your library.
A keyword ability that lets a creature ignore the “summoning sickness” rule. See rule 702.10, “Haste,” and rule 302.6.
An evasion ability that makes creatures unblockable by a single creature. See rule 702.111, “Menace.”
Removes any nonland permanent — the Vindicate, Beast Within, Generous Gift category. Most flexible single-target removal.
A card or token on the battlefield. See rule 110, “Permanents.”
Specifically removes planeswalkers.
A keyword ability that allows a creature to block an attacking creature with flying. See rule 702.17, “Reach.” See also Flying.
Answers an opponent's threat by destroying, exiling, bouncing, or otherwise removing a permanent or spell.
A keyword ability that modifies how a creature assigns combat damage. See rule 702.19, “Trample.”
A keyword ability that lets a creature attack without tapping. See rule 702.20, “Vigilance.”
Format Legality
Price history
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Printings (4)
| Set | Rarity | TCGplayer | Card Kingdom | Cardmarket |
|---|---|---|---|---|
| Final Fantasy#526b | uncommon | · | · | · |
| Final Fantasy#99b | uncommon | · | · | · |
| Final Fantasy#446b | uncommon | · | · | · |
| Final Fantasy#381b | uncommon | · | · | · |
Related Concepts
Related Rules
If an ability would produce one or more mana of an undefined type, it produces no mana instead.
Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.
To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”
An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.
A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.
If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.
The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.
The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.
Rulings
Only two cards belonging to the same meld pair can be melded. Tokens, cards that aren't meld cards, or meld cards that don't form a meld pair can't be melded. If an effect instructs a player to meld cards that can't be melded, those cards remain in exile.
Note that the permanent represented by the combined back faces is colorless unless it has a color indicator.
A token that is created as a copy of a double-faced permanent or a double-faced card in another zone is a double-faced token. It will have both the front face and back face of whatever object it's copying. If it's copying a double-faced permanent whose back face is up, the token will enter with its back face up. It can transform if instructed to do so.
A player prompted to name a card may name the combined back face, and each player has the right to know that combined back face's characteristics at all times.
Each face of a nonmodal double-faced card has its own set of characteristics: name, types, subtypes, abilities, and so on. While a nonmodal double-faced permanent is on the battlefield, consider only the characteristics of the face that's currently up. The other set of characteristics is ignored.
The mana value of a melded permanent is the sum of the mana values of its front faces. A permanent that becomes a copy of a melded permanent has only the characteristics of that combined back face, and its mana value is 0.
When two cards (for example, Fang, Fearless l'Cie and Vanille, Cheerful l'Cie) are melded, the result is a single permanent (in this case, Ragnarok, Divine Deliverance) that's represented by two cards. If the melded permanent goes to your graveyard from the battlefield, both cards are put into your graveyard. As the melded permanent leaves the battlefield, both of those cards are turned face up again. If the cards are put on the top or bottom of a library, their owner chooses their relative order.
While a meld card is in any zone other than the battlefield, it has only the characteristics of its front face. The same is true while it's on the battlefield with its front face up.
While a melded permanent is on the battlefield, it has only the characteristics of its combined back face. Any effects that modify how the new object enters the battlefield will consider only the combined back face.
One card in each pair of meld cards has an ability that instructs you to exile the two cards and meld them. If you control more than one object with the specified name, you select one object with that name to exile.
If an effect moves a melded permanent to a new zone and then affects "that card," it affects both cards.
When two cards are exiled and melded, they each leave the battlefield, then return together as one new untapped object with no relation to either of the objects that left the battlefield. Counters, Auras, Equipment, and other effects that affected those two cards don't affect the melded permanent.
The mana value of a nonmodal double-faced card is the mana value of its front face, no matter which face is up.
Each nonmodal double-faced card in this release is cast face up. In every zone other than the battlefield, consider only the characteristics of its front face. If it is on the battlefield, consider only the characteristics of the face that's up; the other face's characteristics are ignored.
In the Commander variant, a double-faced card's color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered. For example, Cecil, Dark Knight's color identity is black and white, since its front face is black and its back face has a white color indicator.
If you are instructed to put a card that isn't a double-faced card onto the battlefield transformed, it will not enter at all. In that case, it stays in the zone it was previously in. For example, if a single-faced card is a copy of Crystal Fragments, it will be exiled during the resolution of its second ability and remain in exile.
In the Commander variant, a meld card's color identity is determined only by the mana costs and mana symbols in the rules text of its front face. No symbols or rules text of the permanent it melds into are considered.
The back face of a nonmodal double-faced card usually has a color indicator that defines its color.
A nonmodal double-faced card enters with its front face up by default, unless a spell or ability instructs you to put it onto the battlefield transformed or allows you to cast it transformed, in which case it enters with its back face up.