Animate Dead

Animate Dead

Enchantment — Aura

Enchant creature card in a graveyard

When Animate Dead enters the battlefield, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with Animate Dead." Return enchanted creature card to the battlefield under your control and attach Animate Dead to it. When Animate Dead leaves the battlefield, that creature's controller sacrifices it.

Enchanted creature gets -1/-0.

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Printings View all

Set Rarity
Mystery Booster (MYS1) Uncommon
Eternal Masters (EMA) Uncommon
Vintage Masters (VMA) Uncommon
Premium Deck Series: Graveborn (GRV) Uncommon
Masters Edition (MED) Uncommon
Fifth Edition (5ED) Uncommon
Fourth Edition (4ED) Uncommon
4th Edition Foreign Black Border (4EDFBB) Uncommon
Revised Edition (3ED) Uncommon
Revised Foreign Black Border (3EDFBB) Uncommon
Unlimited Edition (2ED) Uncommon
Collector's Edition (CED) Uncommon
International Collector's Edition (CEI) Uncommon
Limited Edition Beta (LEB) Uncommon
Limited Edition Alpha (LEA) Uncommon

Combos Browse all

Legality

Format Legality
Oldschool 93/94 Legal
Unformat Legal
Limited Legal
Leviathan Legal
1v1 Commander Legal
Legacy Legal
Tiny Leaders Legal
Custom Legal
Canadian Highlander Legal
Duel Commander Legal
Oathbreaker Legal
2019-10-04 Legal
Highlander Legal
Casual Legal
Vintage Legal
Commander / EDH Legal

Animate Dead occurrence in decks from the last year

Latest Decks as Commander

Animate Dead Discussion

Draly on Munch

1 day ago

Hey ! It's my pleausure !

If you're not familiar with Legacy, the main difference between it and most formats is the large number of viable combo decks that you need to be mindful of. Every combo deck has its specificities but typically, with your kind of deck, you want to play the tempo game against them: you want to disrupt them just enough so that you can kill them before they recover. Every once in a while you'll get an insane opener like Dark Ritual -> Spoils of the Vault for Death's Shadow go to 3 -> double Death's Shadow -> kill t2 but it's pretty unlikely and they'll usually be faster than you, meaning that an all out aggro strategy will not do it. Those decks can kill t1 (again, pretty unlikely) but it's not unreasonnable to assume they'll win by t3 if left unchecked.

In Legacy, and even more with your deck, you want to be extremely efficient with your disruption because ressource management is tighter than in standard for example. So you need to identify what's most important in your opponent's deck. Here are some examples:

I think your deck will have particularly bad match-ups against recursive graveyard strategies like Hogaak, Dredge or Loam decks, so you'll need to dedicate a few cards in your SB to grave hate. For your deck the best would probably be Surgical Extraction but it's on the expensive side. Extirpate is a nice budget alternative, but the fact it costs mana can sometimes be problematic. I also like the OG Tormod's Crypt and I'd do a mix of both; Extirpate being more generally good against combo and Tormod's Crypt being more efficient. However, I'd keep away from Planar Void. In general you prefer to avoid middling options. You don't care that effect is permanent because you plan on killing them quickly after hitting them with grave hate and, being both less versatile and flexible than Extirpate (instant and good against some non graveyard combo decks) and less efficient than Tormod's Crypt (does not cost mana and better topdeck), it does not really excell at anything.

Obviously, if you have time, it's better that you try all this by yourself to interiorize it, but I think this is the general approach you want to adopt when looking at legacy. Figure out your role in the match-up, identify what cards are important, go for efficient and specialized answers rather than generally good but not excellent options.

multimedia on Hercules23

5 days ago

Hey, a challenge I accept :) Here's what I have so far, Too Much Disk.

My idea is Esper Control/Reanimator to abuse the repeatable Disk effect with Nevinyrral. To take advantage of Sun Titan + Apprentice Necromancer interaction to repeatedly reanimate Recruiter of the Guard and Heliod's Pilgrim who can tutor all the combo pieces I need. Animate Cat combo is the true win condition I'm playing: Animate Dead + Blood Artist + Leonin Relic-Warder. Since my version is $200 budget my choices for expensive price cards other than lands are Recruiter of the Guard and Liliana, Dreadhorde General.

What are your thoughts on Nevinyrral? How would you make a deck with him?

MindAblaze on What's your favorite card?

5 days ago

shadow63 I also really feel like Animate Dead could have gone there too but then it’s like I was lining them up on purpose.

Optimator on Giant's Deck

1 week ago

The amount of utility cards that facilitates for a large-creature/stompy deck (like giant tribal) is completely unparalleled and unrivaled. There are things--both budget and expensive--like Garruk's Uprising, Soul's Majesty, Hunter's Insight, Snake Umbra, Triumph of Ferocity, Lead the Stampede, Garruk, Primal Hunter, Return of the Wildspeaker, Abundance, Rhythm of the Wild, Selvala's Stampede, Shamanic Revelation, Elemental Bond, Colossal Majesty, Guardian Project, Rancor, Primal Rage, Heroic Intervention, Wrap in Vigor, Golgari Charm, Lifecrafter's Bestiary, Canopy Cover, Aspect of Mongoose, Alpha Authority, Asceticism, Defense of the Heart, Lignify, Lurking Predators, Bow of Nylea, The Great Henge, Eerie Ultimatum, Reap, Creeping Renaissance, Seasons Past, Reap the Past, Genesis Ultimatum, Beastmaster Ascension, Overwhelming Stampede...

The list is huge, and it grows every year.

This is on top of the superior ramping ability of Green and it's above-average removal options. One big advantage of Green's land-based ramp is things like Planar Cleansing, Hour of Revelation, Play of the Game, Bane of Progress, Creeping Corrosion, and Merciless Eviction can't send you back to the stone age by destroying all your mana rocks.

Everything you will want to be doing with Giant Tribal, Green supports and supports well. I cannot stress this enough. Not to mention the good green giants that keep getting printed.


Black doesn't provide too much in the way of utility specific to giant tribal or stompy decks other than recursion and good card draw like Greed, Phyrexian Arena, and Erebos, God of the Dead. Personally I like cards like Damnable Pact, Read the Bones, Ancient Craving and Ambition's Cost but if you're running Green and/or Blue you shouldn't need to lose life to draw cards. Painful Truths might still be useful due to it's great rate (three cards for three mana is good). Syphon Mind is a great rate and has the upside of making your opponents discard.

Obviously Black specializes in removal (but so does White!) so you could run things like Mortify, Despark, Utter End, Vindicate, Anguished Unmaking, Dreadbore, Terminate, Bedevil and Ruinous Ultimatum. In Garruk's Wake and Decree of Pain are probably good in your giant deck since you're ramping so hard. Since you're running White you shouldn't need Black's wraths, but those two stood out.

Things like Phyrexian Reclamation, Animate Dead, and Reanimate are great for creature decks. Palace Siege is all right on a budget. So is Twilight's Call. It's no Oversold Cemetery or Meren of Clan Nel Toth or Rise of the Dark Realms but those are pricey. Recovering from boardwipes will be important.


Blue has some interesting removal options like Curse of the Swine, Pongify, Rapid Hybridization, and Reality Shift. You have some Cyclonic Rifts in your trade binder, right? That alone is a great reason to run Blue in your deck (it's literally one of the best cards in EDH straight-up). Do it!

Blue also has all the card-draw--from per-turn stuff like Kumena's Awakening and Mind Unbound; chunks of cards like Concentrate, Treasure Cruise, Fact or Fiction, Fathom Trawl, and Tidings; huge hand-refillers like Overflowing Insight, Mind Spring, Stroke of Genius, and Pull from Tomorrow; and some sneaky stuff like Windfall, Keep Watch, Drawn from Dreams, Verity Circle, and Insight. Green has some amazing card-draw already but it wouldn't be a terrible idea to supplement it with Blue cards. Rush of Knowledge would be REALLY good in a giant-tribal deck--especially with Morophon, the Boundless at the helm.

Counterspells are very much not Giant/Stompy but I have a few aggro decks that run a silver-bullet copy of Negate or Swan Song just as anti-boardwipe tech. Not necessary though. Boros Charm, Golgari Charm, and Wrap in Vigor work well in that capacity. There are lots of 3-cmc options too but the mana difference between 2 and 3 is huge.


You could even run some interesting charms like Abzan Charm or Esper Charm. There are some surprisingly potent options. Some are stinkers of course.

Temur Ascendancy would be reason alone to run five colors and be utterly fantastic in this deck.

Garruk's Uprising alone is reason to run at least Green.

Merciless Eviction is one of the best removal spells in the game. Four or five colors would allow you to run that.

Urban Evolution would be good in a big-mana deck like this. Inspired Ultimatum, while not amazing, is playable.

You get the idea.


As you can see, there is a myriad of reasons to run more colors. Honestly, I really can't recommend it enough if true Giant-Tribal is the goal--whether Naya giants or five-color giants.

One extremely important thing for large-creature decks is to consider how you're going to recover from board wipes. Superior card-draw from Green, Black, and Blue cards will help immensely. Card advantage like Phyrexian Reclamation, Palace Siege, Seasons Past, All Suns' Dawn, Reap the Past, Reap, Creeping Renaissance, Eerie Ultimatum, and abilities like Mayael the Anima's, Golos, Tireless Pilgrim's, and Kenrith, the Returned King's reanimate ability will help you recover. These are things that Red and White simply can't do well. Sure there's Resurrection and Reya Dawnbringer, but they aren't great.

Brion Stoutarm is a legitimately good general--he really is!--but not for giant tribal. He brings nothing to the table for giant tribal other than being a decently-statted Giant himself and pigeonholes you into the worst color pair in EDH for essentially no benefit. As I mentioned, Iroas, God of Victory and, to a lesser extent, Kalemne, Disciple of Iroas would make better commanders if you are dead-set on Boros colors (which I do not recommend if you want to play maximum giants). If you were building around Brion's ability and had some giants around as support that would be one thing, but it seems that's not the goal. As such, please consider switching commanders :) I think that if you want Brion Stoutarm as the commander, you should make a Brion deck.

I really do think you'll be happier in the long run with a different commander It doesn't have to be expensive. Most of what you would need I can trade to you, including Morophon, the Boundless, and most supplemental cards I don't have are in the 25-cent to $1 range (Realm-Cloaked Giant, Mayael the Anima, etc). I actually have a shitload of this utility stuff on-hand, and you have some great staples like Cyclonic Rift on-hand--and probably more! I want you to be satisfied with your deck! It doesn't have to be competitive to be fun, but it doesn't have to be expensive to work better and smoother and be more competitive.

Destroyerbirb on Sakashima, of a thousand faces …

1 week ago

Last_Laugh I see you did some quick math.

So, since you are playing Sultai, some reanimation strategies and their creatures are really useful. Reanimate and Exhume are the best in the game, alongside Animate Dead and friends. The reason why these are good is because if you manage to reanimate a big threat quickly and start cloning those threats, even if the threat is removed you probably have a million copies of it.

Grave Titan is powerful, with the potential to end games by itself if left unchecked. If you have lots of copies, however, you could win in 2-3 turns easy.

Ulamog, the Ceaseless Hunger's mill ability is very strong, even in commander. A few clones and you got the game in the bag.

Baleful Force and similar cards are very good, giving you lots of card advantage.

Sower of Temptation just gets really mean with clones. (At the same time, it gets impossible to track who stole what, or, more accurately, what stole what. Now, where's my hat?)

Cloning a Gray Merchant of Asphodel will close a game.

Avatar of Woe can prevent your opponents from playing magic, and good ol' Blightsteel Colossus is going to lose you all your friends plus one.

Gilder Bairn, Maulfist Revolutionary and proliferate cards are very good with counters, getting scary quick. Heroes' Bane is such a cool card, and it's always funny seeing someone grow their hydra into mega thicc mode. I did this, and ran out of dice. I borrowed the store's dice, but they ran out too.

Finally, Branching Evolution and Primal Vigor are must removes.

Based on the comments above, I'm sure the deck will turn out to be very good, and you might even lose a friend or two when playing magic!

Trveheimer on Skullbriar Super-Aggro

1 week ago

you should absolutely run The Ozolith in my opinion, it is just too juicy to not do it. I also would suggest Evolutionary Escalation because in your deck it will always be stronger for you. If you run several other creatures that enter the battlefield with counters like Reyhan, consider Kalonian Hydra.

Another two aspects i based my own deck around are the new keyword counters, Titanoth Rex, Slippery Bogbonder, Daring Fiendbonder or just any of the cards from Ikoria and folloeing that give keywoard-counter are worth considering. I ran Unspeakable Symbol in my deck and having a lifelink counter on skullbriar was a very fun interaction with it.

I also think going with cheap graveyard revival like Animate Dead, Call of the Death-Dweller or Reanimate Unearth you can avoid losing rounds to recasting Skullbriar, and ofc this can be used on other Etb stuff as well.

I run Filth + Urborg, Tomb of Yawgmoth to get unblockable without mana investment. I think your deck is overall cool but has a few high cmc cards that dont exactly help the tempo of your deck, in my playgroup i can't do much in the later game so i tried to be faster, so most of my hints aim at speeding you up. hope my comment helps, leaving a thumbs up

Topherito on Lifegain for pain

2 weeks ago

Hey, just popped in from reddit. So I'm not gonna lie, I spent alot of time writing out a really thoughtful response and my internet timed out and erased it all. So this may just he the cliffsnotes lol. Overall, you have a great list for lifegain and it's good to see the staples that should be there like Sanguine Bond, Exquisite Blood, and Exsanguinate. I could never find a way to generate the mana and tutor these guys out to the battlefield save a couple times where I was lucky, so that may be something I might look into because it really is a powerful game ending combo. I also appreciate you not using Oloro as commander for lifegain and got to see some cards I've never heard of or even thought to include in your list, specifically Angelic Chorus and Proper Burial. Which brings me to my suggestions, I tried to stay away from uber expensive cards that cEDH decks might require and still lend some quality assistance. Luminarch Ascension is a 2 CMC drop card that generates tokens in the form of 4/4 flyers and it works better with the more opponents you have as it collects its quest counters quicker. I always think lifegain needs the defense where it can get it so it can build a base to keep generating more life and set itself up and this card works great. Not to mention it works well with Proper Burial and Angelic Chorus. Speaking of ETBs, why wait for your creatures when you can use your opponents for lifegain with Authority of the Consuls. Now say someone counters your Sanguine Bond or whatever other combo you may have needed, Elixir of Immortality is a cheap low CMC artifact that gives you 5 life and recurs your graveyard back into your deck. Panharmonicon doubles your effects I believe as well but I need to double check that and just thought of it. Lastly, my most expensive recommendation at like 12 dollars, is Archangel of Thune. She is 5 CMC and can become a monster real quick in your deck if she isnt dealt with. At this point I put in a whole thing about mana rocks. They effectively speed up your turn by increasing your mana base, so you can do turn 5 things on turn 4. The signet is nice and sol ring is auto include, but talismans are strictly better than signers in my book and only a couple bucks. For your colors, Talisman of Hierarchy is best but you can use any of the ones with white or black in them, they just wont be as good as hierarchy. Finally, I wouldnt be doing you any justice if I didnt add some game breaking cheese from my current list. Say you have either Angelic Chorus or Proper Burial on the field. With a card like Entomb or Buried Alive or any discard cards could work but not as ideal, bury Leonin Relic-Warder from your deck. Then resurrect him with Dance of the Dead, Necromancy, or Animate Dead, use Leonin's ETB effect to exile the card which revived him, thus burying/sacrificing him, thus bringing the revive card back from exile so that you can bring Leonin back from the dead, this loops for an infinity thus triggering proper burial and/or angelic chorus and giving you infinite life. Anyways those are my suggestions, I hope they help, best of luck, and have fun playing!

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