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Vanille, Cheerful l'Cie

Vanille, Cheerful l'Cie

Legendary Creature — Human Cleric

Vanille wants a deck that fills its discard pile and plays cards back out of it. It also works in a deck built around Clerics or Humans.

  • Mana cost3 genericgreen
  • Black, Green ()
  • Power / toughness3 / 2
  • RarityUncommon

When Vanille enters, mill two cards, then return a permanent card from your graveyard to your hand.

At the beginning of your first main phase, if you both own and control Vanille and a creature named Fang, Fearless l'Cie, you may pay 3 genericblackgreen. If you do, exile them, then meld them into Ragnarok, Divine Deliverance.

Build a deck with Vanille Find it in the app

Archetypes
Themes

Cards That Fit Vanille, Cheerful l'Cie

Picked for what they do in Vanille's deck. When two cards do the same job, the one with the lower comes first. All of them fit Vanille's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

Does what Vanille, Cheerful l'Cie does6

The 6 Cards

Rulings for Vanille, Cheerful l'Cie

explain how Vanille works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 6 Jun 2025

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.

Wizards of the Coast 6 Jun 2025

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.

Wizards of the Coast 6 Jun 2025

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.

Wizards of the Coast 6 Jun 2025

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.

Wizards of the Coast 6 Jun 2025

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.

Wizards of the Coast 6 Jun 2025

If an effect moves a melded permanent to a new zone and then affects "that card," it affects both cards.

Wizards of the Coast 6 Jun 2025

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.

Wizards of the Coast 6 Jun 2025

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.

Wizards of the Coast 6 Jun 2025

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.

Wizards of the Coast 6 Jun 2025

Note that the permanent represented by the combined back faces is colorless unless it has a color indicator.

Wizards of the Coast 6 Jun 2025

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.

Wizards of the Coast 6 Jun 2025

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.

Wizards of the Coast 6 Jun 2025

The back face of a nonmodal double-faced card usually has a color indicator that defines its color.

Wizards of the Coast 6 Jun 2025

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.

Wizards of the Coast 6 Jun 2025

The mana value of a nonmodal double-faced card is the mana value of its front face, no matter which face is up.

Wizards of the Coast 6 Jun 2025

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.

Wizards of the Coast 6 Jun 2025

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.

Wizards of the Coast 6 Jun 2025

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.

Wizards of the Coast 6 Jun 2025

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.

19 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Vanille, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryBGPlayers write colors as letters: B for black, G for green.Graveyard/Self-MillGraveyard decks fill their own graveyard on purpose, then play cards from it as if it were a second hand. Moving cards from the top of your own deck straight into the graveyard is called self-mill.Open the Graveyard/Self-Mill pageSelf-MillPuts cards from your OWN library into your graveyard on purpose. Milling means moving cards off the top of a library into a graveyard. Aimed at an opponent that is an attack; aimed at yourself it is setup, filling the graveyard for the cards that want to use what is in it. Stitcher's Supplier, Hermit DruidOpen the Self-Mill pageRecursionBrings cards back from the graveyard: to your hand, to the battlefield, or letting them be cast again from where they lie. Eternal Witness, Reanimate, VictimizeOpen the Recursion pageETB ValueDoes something useful the moment it arrives: an enter the battlefield ability, which players shorten to ETB. You keep that effect even if the card is removed straight afterwards, which is why these pair so well with flicker cards that make them enter again. Solemn Simulacrum, The One RingOpen the ETB Value page