Dance of the Dead

Dance of the Dead

Enchantment — Aura

Enchant creature card in a graveyard

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

Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step.

At the beginning of the upkeep of enchanted creature's controller, that player may pay (1)(Black). If he or she does, untap that creature.

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Have (3) Forkbeard , metalmagic , Bluboltar
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Legality

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

Dance of the Dead occurrence in decks from the last year

Latest Decks as Commander

Dance of the Dead Discussion

TriusMalarky on Black & Blue Graveyard Mill

1 month ago

If you like self-mill, you'd be looking at the dredge mechanic. Golgari Thug, for example.

There are a couple other decks that don't use dredge, but it really depends on the format you're playing. If you're going to play tournaments, you should probably use a dredge variant in Legacy or Modern, or Spy in Pioneer.

Reanimator is pretty good in Pauper, though.

If you're just playing with friends casually, reanimator with the slower spells like Zombify(as opposed to Reanimate or Dance of the Dead) is probably better Otherwise you'd be stomping the crap out of people.

CastleSiege on Malfegor EDH

2 months ago

I have a Malfegor deck!

He's better off as a utility piece in your command zone rather than trying to build the deck around him. I play it as a synergy through discard deck. Pretty much all the Megrim effects, wheels in Rackdos colors, and a reanimator package (Reanimate, Animate Dead, Necromancy, Dance of the Dead, and Command the Dreadhorde). The World gorger Dragon combo makes a decent win condition. My favorite synergy in the deck is between Avaricious Dragon and Ghirapur Orrery :D

Topherito on Lifegain for pain

3 months 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!

Topherito on Kaalia's Revenge

3 months ago

Sneak Attack is another good way to throw creatures in quick without help from Kaalia, and dont forget about graveyard recursion a la Reanimate, Dance of the Dead, Necromancy, etc... So if you go this route look for ways to get creatures in your graveyard, like Entomb, Buried Alive. Also good protection with Kaalia, with Lightning Greaves and Whispersilk Cloak, Giver of Runes is another form of protection for one mana and can be used as sacrificial fodder for Razaketh, the Foulblooded

Topherito on Kaalia The Killer

3 months ago

Hey Bad_Dog, I had a question regarding a recent combo I stumbled upon with Sarcomancy and wanted to see your thoughts. Given if you are running Worldgorger Dragon in the decklist still and if you are limited on mana. I think you could use Sarcomancy with Razaketh, the Foulblooded to create an infinite tutor loop similar to the Rune-Scarred Demon and Worldgorger Dragon but in a quicker sense just using the Kuldotha Rebirth token sac loop, wherein you would only need the 3 tokens to set everything up, searching for Entomb, Dance of the Dead, and a mana outlet or Sarcomancy pending on having one of the other 3 in hand already, and flash in Bogardan Hellkite to finish things up, once the infinite loop starts.

MurderForBrunch on You can take if from here! Obeka Copy/Reanimator

3 months ago

Hi Swim_ish!

You're totally right, Threaten Effects don't work! I skimmed through the card and I didn't read the reminder text. I knew that the End Step didn't happen, I forgot that Cleanup happened no matter what :/ And such, Molten Primordial and similar effects don't work!

However, I still am very grateful for your comment! I like realizing it this now before actually putting the deck together. Also, another good thing is that effects that last until "the next end step" do work, and so, some of my favorite cards in this deck, namely Twinflame and Voidwalk still work. Also, restrictions breed creativity, and thanks to this I just discovered cards such as Dance of the Dead and rediscovered cards like Blizzard Strix and Slave of Bolas. I'll have to rethink the deck a little bit, and yes, it's a bit of a bummer that Insurrection doesn't work, but also a relief! It's not as broken as I thought, and so it's more interesting! The deck still looks amazing to me!

Thanks a lot for your comment! It's been sincerely helpful! :D

jaymc1130 on Opposition Agent needs a preemptive …

3 months ago

StopShot

The single best piece of removal to find it's way into lists in the coming months is Path to Exile as this deals with the offending threat pretty permanently. It also combos very nicely with OP Agent itself to net a land to ensure a land drop when you miss a land draw to keep up the pace of tempo. Path is going to be the single most added card to deck lists in the next 6 months for these reasons. Pongify and Rapid Hybridization are the next two most effective removal pieces that will see additions to lists. Eliminate (and maybe Smother/Fatal Push) will be run in the 2 cmc removal slots more so than any card similar to Go for the Throat because it's restriction is usually slightly less problematic plus it can hit some of the very important complementary pieces (Narset, Ashiok, Maralen, Mindcensor, etc). Both Dark Betrayal and Human Frailty are fringe option considerations and while Snuff Out is no good but Deadly Rollick should be excellent for some deck archetypes (such as Yuriko).

The problem with most removal spells is that they tend to "destroy" the Agent and this doesn't really solve the problem. In my Maralen deck, for example, I'm already running Reanimate, Dance of the Dead, Necromancy, Animate Dead and have at times included for testing Unearth, Oversold Cemetery, plus a few other recursive elements. Just destroying the Agent is not a good way to deal with it, it's just going to come back (Noxious Revival, Regrowth, etc). You need to exile it. Swords and Path are the best bets, Winds of Abandon isn't terrible but it's also not instant speed. But the point here is that you want to exile the dude or find some sort of more permanent solution to the problem a la Gilded Drake/Oko than just spending some spot removal on a card that's going to make a return from the yard (Underworld Breach just to replay an Agent is a totally valid line to take in competitive settings, you'll just steal some one else's Breach to combo off). Can't stress this enough, you'll want to exile the Agent, not destroy it.

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