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.
|Have (2)||, rockleemyhero|
|Want (8)||Belgianrogue , SpicyBoi123 , abby315 , halluz , Draconaught , Newersni3 , covega , Arnester|
Printings View all
|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
- Animate Dead + Worldgorger Dragon
- Animate Dead + Blasting Station
- Animate Dead + Gray Merchant of Asphodel + Viscera Seer
- Animate Dead + Leonin Relic-Warder + Mayhem Devil
- Animate Dead + Scourge of Valkas + Worldgorger Dragon
|Commander / EDH||Legal|
Animate Dead occurrence in decks from the last year
Commander / EDH:
All decks: 0.1%
BUG (Sultai): 1.22%
RBW (Mardu): 0.53%
Animate Dead Discussion
3 days ago
Razaket is really expensive and I find I have cheaper ways to tutor for what I need. Got Heroic Intervention in core 2021 so i'm gonna rock it to protect my board at a low cmc!
Flourishing Defenses is also expensive, I'd rather have just one Nest of Scarabs effect.
Yes, you can get damage through with Whispersilk Cloak and get Hapatra's trigger but I find that I don't really need to attack with her that much, I just need her to stay on the board and i can do that on turn 3 with the boots!
Puppetee doesn't hit our graveyard for recursion sadly and even though you can get 2 creatures with that persist trigger, Animate Dead is just cheaper and hits every graveyard.
Would rather play a turn one Elvish Mystic and a creature than a 2 mana (i'm casting hapatra on turn 2 for sure) spell I can't get back with Meren, Eternal Witness, Animate Dead or Victime.
I feel like I can benefit from the Bearer more, either by sacrificing my creatures or to answer a boardwipe for example. Abomination is good but it costs more and doesn't have that flash value
3 days ago
We are always trying to run Revival / Revenge, but it never stays in the final build.
We are currently playing with Soul Warden, Soul's Attendant, Vito, Thorn of the Dusk Rose, and Lurrus of the Dream-Den, and likely gonna reintegrate Serra Ascendant (despite the true owner's disdain for that card) for some low cmc toolkit synergy and big lifegain sacrifices.
Lurrus of the Dream-Den has given us ample opportunity to set up Animate Dead + Karmic Guide into Sun Titan shenanigans, while bringing back a soul sister effect whenever we need one after a big nonland wipe.
Will keep you updated! We are also testing a new loop theme: Solemnity + Mikaeus, the Unhallowed / Luminous Broodmoth which has been testing extremely positively, especially with Sidisi, Undead Vizier, Gray Merchant of Asphodel, or Kokusho, the Evening Star (with mikaeus at least)
Once we test some more we will finalize the updates to the primer/etc. We haven't been able to test in a multiple player setting, will likely set up a rig for Saturday night virtual playing soon.
In 1 v 1 testing, The new soul sister effects are back breaking. Easily gaining 15+ life by the time it matters and mitigating early game damage. Living Death with Xiahou Dun, the One-Eyed loops keep things liquid and denying resources through spot exile or Remorseful Cleric have been the prime way of shutting down the game.
3 days ago
Thanks for that. I did have Animate Dead in the deck but just put it in the description wrong!
6 days ago
Historically, Sun Titan has a very special place in my heart. I always toss around the idea of running him whenever I run white as a supplemental color in EDH. The initial interaction I fell in love with was Sun Titan's ETB/attack trigger getting back an Eternal Witness from my yard to get anything back to my hand. I later discovered how nuts he is with reanimator shells, cheating out bonkers creatures by returning an Animate Dead, Dance of the Dead, or Necromancy into play. There's also the swingy option of returning Underworld Breach to play every turn with an attack trigger and basically getting a free pseudo-Yawgwin into play on each of my turns.
Overall, I think there's just always huge merit to running him. If I'm really strapped on a top end when I'm in white, the thought "but what about Sun Titan" is bound to drift into my mind at some point.
1 week ago
I see a strong value engine in the command zone, but far too much late-game in the ninety-nine. I would highly recommend cutting much of the seven drops, lest the deck be too slow betime on, thusly being trampled.
Furthermore, the deck needs more sacrifice outlets. With many death triggers comes a dire need to control when they go off, thence you should probably have at least seven.
Ideally, the gameplan is turn one or two ramp and cheap creature, then turn three Meren to return it to your hand.
Now, onto my suggestions.
Upon what I would ablate:
Korozda Guildmage is too slow. Four mana to sacrifice something is awful.
Overseer of the Damned is the same. Seven mana to kill something with a menial deathrattle.
terrastodon is eight mana. I have a deck with seventeen cards of ramp and it's still too much.
Endrek Sahr, Master Breeder may be an exquisitely perfidious character within the lore, hereon he is rather slow. Egregious stats and only lives so long.
I've never quite understood the draw to Yavimaya Elder. Three mana, then requires extra work to find two basics to the hand, whereat even further toiling is required to draw the card. I never liked it, but I suppose.
Phyrexian Rager is too slow, no matter how mad it gets.
Deathsprout is cute, but four mana to remove something whiles providing no value by being a creature.
Sever the Bloodline is a four mana sorcery to kill one thing. If someone plays Kiki-Jiki or Mr. Gitaxias, whereupon their effects are immediate, this won't solve anything. Sure it flashbacks for seven mana, but the additional upside of the card isn't worth it in a singleton format.
Aid from the Cowl is a card I have tested withal. It's effect is slow, capricious, and ineffective. When it does work, it's five mana to maybe get something off of the top. I don't like it.
Thrashy is fine, but is four mana to kill something. Given the foison of similar effects the deck has, just remove it.
Okay, now unto thee I provide sacrifice outlets.
Altar of Dementia is literally perfect for a deck like this. Mill and death, all in one! Viscera Seer is a classic, Carrion Feeder can become massive, Goat Thing comes back by itself and offers caprine fodder, Yawgmoth, Thran Physician is oft the best card in my aristocrats deck though is expensive, and High Market or Phyrexian Tower are always fine.
Victimize is never lacking as it cheats out giants whilst providing sacrifice, Dread Return fills a very similar role, Eternal Witness is always great, Blood for Bones loops with the Witness, and Animate Dead is always great.
Now, cantrips: Grisly Salvage, Winding Way, Grapple with the Past, Ransack the Lab, and Once Upon a Time all filter through the deck, fill the graveyard, save for Once Upon a Time, and find lands or creatures. Furthermore, they are great with Meren, as creatures are to be disinterred.
For ramp, mana dorks are great. Birds of Paradise, Llanowar Elves, Elvish Mystic, Fyndhorn Elves, and Elves of Deep Shadow offer fodder and acceleration. The best is probably Skull Prophet. Mill, fodder, and ramp in one.
Importantly, I add some more draw. Phyrexian Arena, Underworld Connections, Liliana's Standard Bearer, Erebos, Bleak-Hearted, Dark Prophecy, Moldervine Reclamation, and Rankle, Master of Pranks do this deed.
That shall be all from me. Good luck!
1 week ago
Ah, I have piloted a mono-black discard deck for quite the number of years. I have Chainer, Dementia Master at the helm myself, as he is a rather powerful card when everyone's hands are empty, thus he reigns unanswered. Therefrom, a great amount of methods may be used to win.
Tinybones is less of a finisher itself, more so a value engine. As such, I would recommend possessing a lower curve to take advantage of the card draw and more potent finishers within the deck to hent for victory. Also, having card draw outside of the commander would grant a better backup plan. A discard deck's goal is to empty each opponent's hand and win by going unthreatened. If no players have cards to discard, Tinybones cannot provide draw.
The changes I would make are more instants so you kill things once they resolve as opposed to waiting a full turn, swifter discard in the early game to make your commander more effective, stronger finishers for the sake of ending the game betime, and just cutting some cards.
So, first, there are some things I would remove.
- Murderous Compulsion may go with the discard theme, but it's conditional removal at sorcery-speed.
- Bad Deal is ironically a bad deal, as it is six mana for two cards gone.
- Assassin's Strike is just egregious. A six-mana sorcery to kill one thing and they discard but one card. Begone.
- Unnerve is fine but not great. Being a one time effect at four mana, I dislike it, though Xantcha is a great character in the art.
- Haunting Hymn is six mana, which is far too late for discard effects to be effective. You want discard early, as it makes it far more difficult for decks to catch their footing.
- I have the same reason for Tasigur's Cruelty.
- Cabal Conditioning has an identical reason.
- I have a shortlist for this category, being creatures without long-game value; Burglar Rat, Liliana's Reaver, and Banshee of the Dread Choir have discard stapled to them, but don't do much else whilst lacking much in terms of evasion for Larceny.
- Scythe Specter is slow and other cards just do its job better, and Herald of Anguish is slow and lacks fodder for its second ability.
- Necrogen Spellbomb is just crap. Two mana for one card from a single player's hand is awful. Don't play this.
- Awaken the Erstwhile neglects the game plan of having more cards than your opponents whilst lacking the option of going back. I'd just add a stronger finisher.
Alright. With that out of the way, I may suggest other cards.
Upon card draw, you have none outside of the Trinket Thief, Rankle, and Geth's Grimoire. I'd add any of Phyrexian Arena, Sign in Blood, Underworld Connections, and Dread Presence. Necropotence may seem as if it negates the strategy, but it is always worth it.
Lightning Greaves just seem great.
Now, for the finishers I have many. Do note that these are meant to be played when people haven't any cards in hand, hence lacking answers for these once on the field. Sheoldred, the Whispering One grants value from each player's bin whiles eating at their board. Abhorrent Overlord offers a swarm of flyers to end the game. Grave Titan is much the same. Archfiend of Despair goes well with Tinybones's second ability. Though I am not too fond of it, Archfiend of Spite offers much. Geth, Lord of the Vault hents the opponent's graveyards to swarm the board. Kokusho, the Evening Star is a massive threat that harms upon death. Kothophed allows for a quite a bit of card draw. Lord of the Void is always fun. Lastly, Gray Merchant of Asphodel does so much every time it hits the field.
Of course, I'd add more ramp and reanimation. Mind Stone, Arcane Signet, Charcoal Diamond, and Lake of the Dead are great for ramp. Animate Dead, Reanimate, and Dread Return are fine ways to get stuff from anyone's yard, save for the Return.
That shall be all from me. Do enjoy your day!
1 week ago
Wow, great work MagicalHacker. Reformatted with card links and averages (rounded up) of the range of decks the combos are in. I figure a single number for each 2 card combo makes it easker to tally up and figure percentages later. So 120,411 two-card combos total.
6255 Exquisite Blood + Sanguine Bond
2 weeks ago
tcooke2 Protean Hulk is already in the list, and listed in the combo tutors. Felidar Guardian Combos with Karmic Guide, Reveillark, Animate Dead, Necromancy, and Dance of the Dead but those cards already have redundant combos in this list, and most cost less than 4. I'd consider it, but I'm not sure it's worth the slot.