Fated Return
Reanimation usually buys its discount by handing power back to the opponent: the creature comes back exiled the moment it dies, or only briefly yours, or wearing a fragility that makes the cheap recursion a bluff. This pays seven for the opposite contract. At triple-black and instant speed, it pulls a creature from any graveyard, including your opponent's, and the indestructible clause means the target shrugs off the wrath and the burn and the combat math that would otherwise punish a flimsy reanimation target. Indestructible is a narrow shield, not a blanket one (an edict that demands a sacrifice still takes the body, and a flicker or a bounce still strips it away), but against the damage-and-destruction removal that fills most graveyards in the first place, it holds. The scry 2 rider is restricted to your own turn, a small concession that this is a deliberate, mana-heavy play and not a cheap engine. Where Reanimate and Animate Dead trade efficiency for risk, this trades efficiency for permanence. You are not borrowing a body for a turn; you are installing one that the common removal suite cannot kill, at instant speed, which means it can ambush an attacker, recur a creature in response to its own death trigger, or simply park a finisher on the board with the safest escort available. Seven mana is the wall the indestructibility buys its way past, and the card never pretends the price is anything but steep.

