Dance of Many 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.
Official card text
When this enchantment enters, create a token that's a copy of target nontoken creature. When this enchantment leaves the battlefield, exile the token. When the token leaves the battlefield, sacrifice this enchantment. At the beginning of your upkeep, sacrifice this enchantment unless you pay.
Complete guide
Dance of Many is a classic blue enchantment that brings a double to the battlefield for a low initial cost. It acts as a mirror, creating a token copy of a nontoken creature while requiring a steady supply of mana to maintain the illusion. Mastering its triggered abilities is key to ensuring your copy stays exactly as long as you need it.
Dual Bonds and Mana Upkeep
When Dance of Many enters the battlefield, you choose a nontoken creature to copy. This creates a token that inherits all the characteristics of the original, including mana cost and 'enters' abilities. However, this copy is tethered to the enchantment; if the enchantment leaves, the token is exiled, and if the token leaves, the enchantment is sacrificed. Additionally, you must pay two blue mana at the start of every upkeep to keep the enchantment on the battlefield.
The Timing of the Trigger
The token creation is a triggered ability that targets. If the target creature is removed from the battlefield in response to this ability, the ability fails to resolve and no token is created, but the enchantment remains on the battlefield. Conversely, if Dance of Many is destroyed before its entry ability resolves, its 'leaves the battlefield' trigger will fire first and do nothing. Then, the first ability resolves, creating a permanent token that is no longer linked to the enchantment and will persist even without the upkeep cost.
Maintaining the Illusion
It is important to remember that the token and the original creature are independent after the copy is made. Destroying the original creature will not affect your token. However, you must be careful with your mana pool; the upkeep cost is mandatory unless you choose to sacrifice the enchantment, which will immediately exile your copy. This makes it a high-risk, high-reward tool for doubling your best utility creatures.
Interaction examples
You cast Dance of Many and target a nontoken creature. Upon resolution, you use a Copy token to represent the new permanent. During your next upkeep, you must pay {U}{U} or sacrifice the enchantment. If you sacrifice it, the Copy token is exiled immediately.
If your opponent has a Rhystic Study on the battlefield, you might use Dance of Many to copy a creature that helps you generate the mana needed to pay for their tax. While Dance of Many is on the battlefield, you must balance paying for its own {U}{U} upkeep and the {1} required by the opponent's Rhystic Study triggers.
In a deck featuring Mystic Remora, your upkeep becomes very resource-heavy. You will have to pay the cumulative upkeep for Mystic Remora and the flat {U}{U} for Dance of Many. If you cannot afford both, you may choose to sacrifice Dance of Many first, which triggers the exile of your token, then handle the Remora's cost.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Dance of Many
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If Dance of Many leaves the battlefield before its first ability has resolved, its second ability will trigger and do nothing. Then its first ability will resolve and put a token onto the battlefield. That token won't have any connection to a Dance of Many permanent, so it won't be exiled when a Dance of Many leaves the battlefield.
No other card is named in this ruling.
- #2· Wizards of the Coast
Destroying the creature that was copied will not cause the token creature to be destroyed as well.
No other card is named in this ruling.
- #3· Wizards of the Coast
Each Dance of Many is associated only with its token creature. If one Dance leaves the battlefield, only the corresponding token is affected, not all tokens from all instances of Dance of Many.
No other card is named in this ruling.
- #4· Wizards of the Coast
The ability is targeted and checks the validity of the target when put on the stack and when resolving. If the creature is not still there when the copy ability resolves, the ability doesn't resolve and no token is put onto the battlefield. This card remains on the battlefield as an enchantment with no token.
Card named in this ruling
- #5· Wizards of the Coast
The mana cost is copied.
No other card is named in this ruling.
- #6· Wizards of the Coast
Treat the token as entering as a copy of the chosen creature. If that creature normally gets counters when entering, the token creature gets counters.
Card named in this ruling
Popular combos
Real combos played by the community, sorted by popularity.
Dance of Many + Felidar Guardian
- 1Cast Dance of Many by paying
.
- 2When Dance of Many enters the battlefield, its first ability triggers, creating a token copy of Felidar Guardian.
- 3When the Felidar Guardian token enters the battlefield, it triggers, blinking Dance of Many.
- 4Dance of Many's first and second abilities trigger.
- 5Resolve the second trigger, exiling the Felidar Guardian token.
- 6Resolve the first trigger, creating a token copy of Felidar Guardian.
- 7Repeat from step 3.
Astral Dragon + Dance of Many
- 1Cast Astral Dragon by paying
.
- 2Astral Dragon enters the battlefield, creating two token copies of Dance of Many that are 3/3 Dragons in addition to their other types.
- 3The Dance of Many tokens enter the battlefield, triggering their first abilities.
- 4Resolve one Dance of Many trigger, creating a token copy of Astral Dragon.
- 5Repeat from step 2 any number of times, creating an additional Dance of Many trigger on the stack each loop.
- 6Once you have infinite Dance of Many triggers, resolve them all, creating infinite copies of all nontoken creatures.
- 7As you are resolving the triggers, you may also target Astral Dragon any number of times to create infinite copies of all noncreature permanents that are 3/3 Dragon creatures in addition to their other types.
- 8At the beginning of your upkeep, pay
for each Dance of Many or sacrifice that permanent and exile its associated creature token.
Muldrotha, the Gravetide + Lion's Eye Diamond + Animate Dead + Dance of Many
- 1Cast Lion's Eye Diamond from your graveyard by paying
.
- 2Activate Lion's Eye Diamond by sacrificing it and discarding your hand, adding
.
- 3Cast Dance of Many from your graveyard by paying
.
- 4When Dance of Many enters the battlefield, its first ability triggers, creating a token copy of Muldrotha.
- 5Put the nontoken Muldrotha into your graveyard due to the legend rule.
- 6Cast Lion's Eye Diamond from your graveyard by paying
.
- 7Activate Lion's Eye Diamond by sacrificing it and discarding your hand, adding
.
- 8Cast Animate Dead from your graveyard by paying
, returning Muldrotha from your graveyard to the battlefield with Animate Dead attached to it.
Muldrotha, the Gravetide + Lion's Eye Diamond + Necromancy + Dance of Many
- 1Cast Lion's Eye Diamond from your graveyard by paying
.
- 2Activate Lion's Eye Diamond by sacrificing it and discarding your hand, adding
.
- 3Cast Dance of Many from your graveyard by paying
.
- 4When Dance of Many enters the battlefield, its first ability triggers, creating a token copy of Muldrotha.
- 5Put the nontoken Muldrotha into your graveyard due to the legend rule.
- 6Cast Lion's Eye Diamond from your graveyard by paying
.
- 7Activate Lion's Eye Diamond by sacrificing it and discarding your hand, adding
.
- 8Cast Necromancy from your graveyard by paying
, returning Muldrotha from your graveyard to the battlefield with Necromancy attached to it.
Leonin Relic-Warder + Dance of Many
- 1Cast Dance of Many, targeting Leonin Relic-Warder.
- 2When Dance of Many enters the battlefield, it creates a token copy of Leonin Relic-Warder.
- 3The token enters, exiling Dance of the Many.
- 4Dance of Many leaves the battlefield, triggering to exile the token.
- 5The token triggers, returning Dance of Many to the battlefield.
- 6Repeat steps 2-5.
Muldrotha, the Gravetide + Lion's Eye Diamond + Dance of the Dead + Dance of Many
- 1Cast Lion's Eye Diamond from your graveyard by paying
.
- 2Activate Lion's Eye Diamond by sacrificing it and discarding your hand, adding
.
- 3Cast Dance of Many from your graveyard by paying
.
- 4When Dance of Many enters the battlefield, its first ability triggers, creating a token copy of Muldrotha.
- 5Put the nontoken Muldrotha into your graveyard due to the legend rule.
- 6Cast Lion's Eye Diamond from your graveyard by paying
.
- 7Activate Lion's Eye Diamond by sacrificing it and discarding your hand, adding
.
- 8Cast Dance of the Dead from your graveyard by paying
, returning Muldrotha from your graveyard to the battlefield with Dance of the Dead attached to it.
Dance of Many + Mirror-Mad Phantasm
- 1Cast Dance of Many by paying
.
- 2When Dance of Many enters the battlefield, its first ability triggers, creating a token copy of Mirror-Mad Phantasm.
- 3Activate the Mirror-Mad Phantasm token's ability by paying
, causing you to shuffle the token into your library and mill all cards from your library.
Dance of Many + Moorland Rescuer + Archon of Falling Stars + Altar of Dementia
- 1Cast Dance of Many by paying
.
- 2Dance of Many enters the battlefield, creating a token copy of Moorland Rescuer.
- 3Activate Altar of Dementia by sacrificing the Moorland Rescuer token.
- 4The Moorland Rescuer token dies, triggering itself and Dance of Many.
- 5Resolve Dance of Many's trigger, sacrificing it.
- 6Dance of Many leaves the battlefield, exiling nothing.
- 7Activate Altar of Dementia by sacrificing Archon of Falling Stars.
- 8Archon of Falling Stars dies, returning Dance of Many to the battlefield.
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Meta decks with Dance of Many
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Copy
Rhystic Study
Mystic Remora










