← MTG Rules

Rules guide · Sorcery

Dance of the ManseHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Neon Dynasty Commander· February 18, 2022
Carte Magic Dance of the Manse

Dance of the Manse 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

Return up to X target artifact and/or non-Aura enchantment cards each with mana value X or less from your graveyard to the battlefield. If X is 6 or more, those permanents are 4/4 creatures in addition to their other types.

Complete guide

Dance of the Manse is a powerful sorcery from Throne of Eldraine that can turn your graveyard into a formidable board state. By returning multiple artifacts and enchantments at once, it serves as both a value engine and a late-game win condition. When cast for a large enough value, these relics of the past rise up as powerful 4/4 creatures to finish the game.

Choosing Your Targets

When you cast Dance of the Manse, you choose a value for X and target up to X cards in your graveyard. These targets must be artifacts or non-Aura enchantments, and each must have a mana value equal to or less than the X you chose. For example, if X is 2, you can return two cards with mana values of 0, 1, or 2, but you cannot return a card with a mana value of 3 even if you only target one card.

The Big Animation Effect

The second part of the spell checks the value of X as the spell resolves. If X is 6 or more, every permanent returned this way becomes a 4/4 creature in addition to its other types. Crucially, they enter the battlefield as creatures; they do not enter and then transform. This means they will trigger 'whenever a creature enters the battlefield' abilities. If an artifact creature or enchantment creature is returned this way, its base power and toughness will be overwritten to 4/4.

Common Misconceptions

A common mistake involves Equipment cards. If X is 6 or more, an Equipment returned becomes a creature and cannot be attached to anything. You can pay the equip cost, but the action will fail to attach the creature to another creature. Additionally, if you return a Vehicle and X is 6 or more, crewing it will not change its 4/4 stats because crewing does not set specific power and toughness values.

When to Play It

In the early game, Dance of the Manse can be used for small amounts of mana to recover key utility artifacts or card-draw engines that have been destroyed. In the late game, it is best saved for when you have eight or more mana available (X=6 plus the white and blue mana). This allows you to generate an immediate army of 4/4s that can overwhelm your opponent's defenses.

Interaction examples

Early Value Setup

Imagine you have used Ponder to find your pieces and Windfall to fill your graveyard with several low-cost artifacts. You cast Dance of the Manse where X=2. You can target two artifacts with mana value 2 or less. They return to the battlefield as their normal, non-creature versions, providing immediate utility or mana ramp for your next turn.

Building the 4/4 Army

After a large Windfall has discarded several Mana Rocks and enchantments into your graveyard, you cast Dance of the Manse where X=6. You choose six artifacts and enchantments from your graveyard. Because X is 6, all six items enter the battlefield simultaneously as 4/4 creatures. Even if a card had a mana value of 0, it is now a 4/4 creature because the spell's condition for X being 6 or more was met.

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

How it works : Dance of the Manse

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If a card in a player's graveyard has {X} in its mana cost, that X is considered to be 0.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If X is 6 or more, the artifacts and/or enchantments enter the battlefield as 4/4 creatures. They don't enter as noncreature permanents and then become creatures.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    An artifact creature or enchantment creature returned this way will be a 4/4 creature.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    An Equipment that's also a creature can't be attached to anything. You can activate its equip ability, but it won't become attached.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If another effect causes one of the returned permanents to become a creature and sets its power and toughness as it does so, that creature will have that power and toughness; it won't be 4/4. Notably, crewing a Vehicle does not set its power and toughness, so a Vehicle will remain a 4/4 creature if you crew it.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Dance of the Manse
+Codex Shredder
+Time Sieve
#1

Dance of the Manse + Codex Shredder + Time Sieve

Infinite turnsLock
  1. 1If Dance of the Manse is in your graveyard, activate Codex Shredder's second ability by paying {5}, tapping and sacrificing it, returning Dance of the Manse from your graveyard to your hand.
  2. 2Activate Time Sieve by tapping it, sacrificing it and sacrificing four other nontoken artifacts you control, causing you to take an extra turn after this one.
  3. 3Cast Dance of the Manse by paying {6}{W}{U}, returning Time Sieve, Codex Shredder and four other artifacts from your graveyard to the battlefield.
  4. 4Repeat each turn.
All Will Be One
+Archangel of Thune
+Dance of the Manse
#2

All Will Be One + Archangel of Thune + Dance of the Manse

Infinite damageInfinite lifegain triggersInfinite lifegainInfinite +1/+1 counters on creatures you control
  1. 1Cast Dance of the Manse by paying {6}{W}{U}, returning All Will Be One from your graveyard to the battlefield as a creature.
  2. 2Give All Will Be One lifelink.
  3. 3Gain life in any way.
  4. 4Archangel of Thune triggers, putting a +1/+1 counter on each creature you control.
  5. 5All Will Be One triggers, dealing 1 damage to an opponent and causing you to gain at least 1 life.
  6. 6Repeat from step 4.
Encroaching Mycosynth
+Dualcaster Mage
+Dance of the Manse
+Altar of Dementia
#3

Encroaching Mycosynth + Dualcaster Mage + Dance of the Manse + Altar of Dementia

Infinite death triggersInfinite creature ETBInfinite creature LTBInfinite magecraft triggers
  1. 1Cast Dance of the Manse for X=3 or more by paying at least {3}{W}{U}.
  2. 2In response, cast Dualcaster Mage by paying {1}{R}{R}.
  3. 3Dualcaster Mage enters the battlefield, targeting Dance of the Manse with its triggered abiltiy.
  4. 4In response, activate Altar of Dementia by sacrificing Dualcaster Mage, causing any player to mill two cards.
  5. 5Resolve Dualcaster Mage's trigger, creating a copy of Dance of the Manse targeting Dualcaster Mage and any other valid targets.
  6. 6Resolve that copy, returning those cards from your graveyard to the battlefield.
  7. 7Repeat from step 3.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
0 Image

Commentaires

  • Sois le premier à commenter cette carte.

Read next

Meta decks with Dance of the Manse

No archived Top 8 deck with this card yet.

Explore the meta
Official source