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Rules guide · Enchantment

Animate SpellHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Mystery Booster Playtest Cards 2021· August 20, 2021
Carte Magic Animate Spell

Animate Spell is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Flash Enchant instant or sorcery spell on the stack When Animate Spell becomes attached to an instant or sorcery, put that card onto the battlefield under its owner's control. It's a creature in addition to its other types with power and toughness each equal to its converted mana cost. When Animate Spell leaves the battlefield, enchanted card's owner sacrifices it unless they cast it.

Complete guide

Animate Spell is a truly unique Aura from the Un-sets that allows you to capture powerful magic before it even happens. By targeting an instant or sorcery on the stack, you transform a fleeting moment into a physical creature ready for battle. This card bridges the gap between spells and permanents in a way few other cards can.

What it Does

Animate Spell has Flash, meaning you can cast it whenever you could cast an instant. It targets an instant or sorcery spell currently on the stack. Once it attaches, that spell is moved directly onto the battlefield as a creature with power and toughness equal to its mana value. For example, a spell that costs four mana becomes a 4/4 creature. Notably, the Aura stays attached to that creature even though its enchant restriction technically changes once the card is on the battlefield.

How it Resolves Step by Step

First, you cast Animate Spell while an opponent's (or your own) instant or sorcery is on the stack. As the Aura resolves, its triggered ability fires, pulling the spell card out of the stack and placing it onto the battlefield. The card is now a creature in addition to its other types. If Animate Spell ever leaves the battlefield, its owner faces a choice: they must either pay the mana cost to cast the spell normally or sacrifice the permanent entirely. If they cast it, the card moves from the battlefield back to the stack and ceases to be a creature.

Common Mistakes

A frequent point of confusion involves the mana value of spells with X in their cost. While the spell is on the stack, X has the value chosen for it; therefore, the resulting creature's power and toughness will include that X value. Additionally, remember that if the creature is destroyed at the same time as Animate Spell (such as by a board wipe), the owner cannot choose to cast it because the card is no longer on the battlefield to be cast.

When to Play It

This is an excellent defensive tool to 'counter' a spell by turning it into a creature you can block or remove later. It is also a proactive way to get a high-power creature onto the board early if you animate a high-cost sorcery. It forces your opponent to choose between losing their spell or spending the mana twice to get the original effect back.

Interaction examples

Animating a Zero-Cost Spell

If your opponent uses the third chapter of Urza's Saga to find a zero-mana artifact, Animate Spell cannot target that artifact because it is not an instant or sorcery. However, if your opponent casts a zero-mana sorcery, Animate Spell will turn it into a 0/0 creature, which will immediately be put into the graveyard unless another effect is boosting its toughness.

Feeding the Remora

When you cast Animate Spell, it is a noncreature spell. If an opponent has Mystic Remora on the battlefield, the Remora's ability will trigger. The opponent may draw a card unless you pay {4}. Even though Animate Spell turns another card into a creature later, the act of casting the Aura itself is considered a noncreature spell cast.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Animate Spell

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    While resolving Animate Spell’s last ability, the spell is cast from the battlefield. As it moves to the stack, it stops being a creature. Its controller must pay its costs if they wish to cast it.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Animate Spell loses “enchant instant or sorcery spell on the stack” and gains “enchant permanent put onto the battlefield with Animate Spell” before becoming attached to that creature. It doesn’t say that on the card, but we’ll figure it out later.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Use the mana value of the spell to determine the power and toughness of the creature it becomes. For a spell with {X} in its mana cost, use the value chosen for X to determine its mana value.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If the creature leaves the battlefield before or at the same time as Animate Spell, it can’t be cast.

    No other card is named in this ruling.

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