Animation Module


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Kaladesh (KLD) Rare

Combos Browse all


Animation Module


Whenever one or more +1/+1 counters are placed on a permanent you control, you may pay 1. If you do, create a 1/1 colorless Servo artifact creature token.

3, T: Choose a counter on target permanent or player. Give that permanent or player another counter of that kind.

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Recent Decks

Animation Module Discussion

MEWLIO on Ezuri, infinite, counters, card draw

3 days ago

Ok. You definitely need more lands. 35 at the minimum, but I recommend 38. So you need to take out a lot of cards. Think about what you're going for. A +1/+1 counter strategy? Synergy? Lots of little creatures? Then start taking out cards that don't fit the key themes you want in your deck. I know its hard, but it'll make the deck much better. For example, if you want +1/+1 counters and synergy with those, then Bident of Thassa and Bounty of the Luxa might not be that good. What i might do is just make a list of what IN MY OPINION is jank and should go. Take it with a grain of salt if you want, but its probably for the best (if you want the reasoning behind any of these please ask me, I can't write it down for every card). Animation Module, Bident of Thassa, Lifecrafter's Bestiary, Snakeform, Plasm Capture, Negate, Mirror Match, Cobra Trap, Bounty of the Luxa, From Beyond, Urban Evolution, Whirler Rogue, Viridian Corrupter, Thelonite Hermit, Patagia Viper, Altered Ego, Overrun. All those I would Definitely take out and replace with lands, then there are a bunch more which I could see the value, and they could be really cool, but I ultimately would have to cut. These are cards like Forgotten Ancient, Managorger Hydra and Kalonian Hydra. But I would test these cards before cutting them. You also have A LOT of ramp. Cultivate, Kodama's Reach, Elvish Mystic ect. Maybe a little less ramp? I dunno, but these are my thoughts.

Rzepkanut on Reyhan & Silas: Hardened Scale Aristocrat Affinity

3 weeks ago

The deck draws absurd amounts of cards actually...with all the creature tutors fetching up Disciple of Bolas and Prime Speaker Zegana, and then we have other cards like Life's Legacy and the amazing Greater Good. I count 10 tutor/card draw spells in the deck currently, and they each draw at least 5-10 cards. Actually it's not hard to chain a few and draw most of the deck. Living Death, Eternal Witness and Commit // Memory for recursion of effects keeps the juice flowing pretty much forever. More card draw is always better, but I think the deck wants more things like Momentous Fall than any other kind of card draw because of the synergy those effects have.

Animation Module is another card I have considered but never actually tried. It always felt underwhelming compared to anything I would cut for it so I haven't been able to figure out where to try it. I'll have to stick it somewhere and give it a whirl sometime and actually try it out.

Thanks again for all the great suggestions!

LeeRoy_Jenkiins on Reyhan & Silas: Hardened Scale Aristocrat Affinity

3 weeks ago

Another card that I forgot to mention was Animation Module. It works well with your +1/+1 counter and artifact creature theme.

Also how does your deck do with card draw? From my first glance the deck looks like it is lacking a little.

passascats on The Cycle of Life Continues

1 month ago

Have you played this much yet?
I found with my version that having sac fodder was a little more important than value cards like Zulaport Cutthroat. Cards like Captain's Claws and Animation Module are cheap ways to get sac fodder that survive wraths, but cards like Endrek Sahr, Master Breeder or Ophiomancer are also handy. When playing voltron, other players tend to go for my commander, so sometimes I was facing down removal on 2 or 3 of the turns before I untap again.

Also as long as you have a creature heavy meta, board wipes are much better than spot removal like Attrition or Murder. Yahenni gets big so much faster with wipes making it that much easier to get to 21. I run Deadly Tempest, Decree of Pain, Extinguish All Hope, In Garruk's Wake, Plague Wind, and Crux of Fate because board wipes are so effective in my meta.

just from personal preference I like Blade of the Bloodchief a lot. all this is IMHO.
Have fun, and good luck!

Flinkku-mtg on Pir & Toothy Battle Buds

1 month ago

How do you feel about Animation Module ? Too expensive to use maybe? Or just right for adding more counters ;) Module gives one counter maybe each turn, Pir makes another from it and so on. Also those added servos might work as blockers or being fed for Skullclamp I got so excited about this deck and started to shuffle through my cards and pumped into that module, so I had to ask.

stensiagamekeeper on The Thundering Herd

2 months ago

I quite like this one. Nice mix of fun, competitiveness and synergy.

I kinda agree with Legendary_penguin_of_death. 10 4 drops is slightly too many and it would be nice if you could replace some of those with 3s. Banewhip Punisher over Ravenous Chupacabra would be my first suggestion. It's worse from a value perspective however can still kill X/1s and lets you pay for something in a lot of 3 for manna efficiency. Other possible options could be Weaponcraft Enthusiast (for with Path of Discovery), Steel Leaf Champion or Isareth the Awakener (great with explore but almost impossible to cast on turn 2).

Also Nissa, Vital Force could be insane as a Tatyova, Benthic Druid in mono-green and Animation Module is a sweet combo with Path of Discovery not to mention all the explore creatures.

galaxyman7 on Rainbow Roids (5 color +1/+1 counters)

2 months ago

Sideboard considerations:

Damping sphere should come out for Alpine Moon. I hardly ever sideboarded in damping sphere for anything but Tron. Storm isn't very popular right now so I don't think I need to worry about it much. And the ability to shut down Ghost Quarter or Field of Ruin is a good bonus. Plus being 1 mana vs. 2 is very important in an aggro deck.

I am also thinking of cutting the nature's claims and scavenging ooze. Nature's claims are not super necessary because I have spell pierce instead. It takes a bit more careful timing, but it works well against more decks, and protects our threats in the early game against removal.

Scavenging ooze is worse now that a lot of decks run fatal push, and way too slow against something like dredge. So I would rather just run Relic of Progenitus as a more robust way to deal with those decks.

That opens up a slot for another sideboard card. The decks that this deck has the most trouble with in my experience are the snap caster-y single target removal decks that out card advantage us and make the game take forever. It also includes the pyromancer decks that have an excessive amount of lightning bolts and fatal pushes. Threats like predator ooze work well against them, but they can just cryptic bounce it and slow us down. So I want a more robust threat that they can't trade 1 for 1 easily. So I am debating 2 different cards:

Animation Module - I don't think they have too many ways to deal with this besides countering it, so if we get it out early it will be very good. Many of our creatures come out with +1/+1 counters immediately, so we get a 1/1 no matter what. It even triggers on our llanowar reborn, which will make a 1/1 that gets a +1/+1 counter grafted onto it, and then makes another 1/1. And 1/1 threats are perfectly good against these types of decks, which rely on snapcasters and vendillion clique as threats. Against the pyromancer decks it trades for their tokens, so it isn't as good unless we can boost them. Plus, it won't necessarily trigger on every creature coming in. About half our creatures don't make +1/+1 counters right away.

Abzan Ascendancy - This card works well to boost our team right away on the offensive, but is also not bad on its own if we can drop a few creatures after it. It is much better against the pyromancer deck, which will have basically no answers for it, and can't block the tokens it makes. But it is slower against the snap caster decks which makes it vulnerable to counter magic or bouncing with cryptic. Fortunately bouncing it is very bad for them if we already have some creatures out, or maybe just the tokens it creates. However, it is a 3 mana commitment, which doesn't fill the curve like the animation module would.

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