Dance with Calamity 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
Shuffle your library. As many times as you choose, you may exile the top card of your library. If the total mana value of the cards exiled this way is 13 or less, you may cast any number of spells from among those cards without paying their mana costs.
Complete guide
Dance with Calamity is the ultimate high-stakes gamble for red mages, offering the chance to cast a mountain of spells for free if you have the nerves to keep exiling cards. It captures the chaotic essence of red by challenging you to stop just before your luck runs out. Will you play it safe or push your library to the limit for a game-winning turn?
How the Gamble Works
When you cast Dance with Calamity, you first shuffle your library. Then, you begin a process of exiling the top card of your library one by one. After looking at each card, you decide whether to stop or exile another. You continue this until you choose to stop or the total mana value of all cards exiled this way exceeds 13. If you stop at 13 or less, you can cast any number of those cards for free; if you go over, you get nothing.
Resolution and Timing
The casting happens during the resolution of the sorcery itself. This means you ignore normal timing restrictions, such as casting creatures or sorceries on an opponent's turn if you somehow gave Dance with Calamity flash. You choose the order in which to cast your spells. Note that while you can target an exiled instant with another exiled instant, permanents won't enter the battlefield until the entire process is finished, so they cannot be targets for Auras or spells cast during this resolution.
Costs and Restrictions
Since you are casting spells 'without paying their mana costs,' you cannot choose to pay alternative costs like Overload. However, you must pay any mandatory additional costs. If a card has {X} in its mana cost, X must be 0. Any cards you choose not to cast, or cannot cast (like lands), remain in exile indefinitely. If you exceed a total mana value of 13, every card you exiled stays in exile and the spell finishes with no further effect.
Interaction examples
You cast Dance with Calamity and exile a card with mana value 5, then a 4, then a 3. Your total is 12. You decide to risk it and exile one more card. It is a 2. Your total is now 14. Because the total is greater than 13, you cannot cast any of the cards, and all four remain in exile.
You exile a 6-mana creature, a 4-mana sorcery, and a 2-mana instant. Your total is 12. You stop and choose to cast all three. You can put the creature on the stack first, then the sorcery, then the instant. The instant will resolve first, then the sorcery, and finally the creature will enter the battlefield.
You exile a card with mana value 8 and then a Land card. Since Land cards have a mana value of 0, your total is still 8. You can continue exiling cards. If you stop now, you can cast the 8-mana spell, but the Land card must stay in exile because lands are played, not cast.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Dance with Calamity
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If you cast any of the exiled cards, you do so as part of the resolution of the spell. You can't wait to cast them later in the turn. Timing restrictions based on a card's type are ignored.
No other card is named in this ruling.
- #2· Wizards of the Coast
You can look at each card you exile before deciding whether to push your luck or stop.
No other card is named in this ruling.
- #3· Wizards of the Coast
If you cast a card "without paying its mana cost," you can't pay any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, those must be paid to cast the card.
No other card is named in this ruling.
- #4· Wizards of the Coast
If you danced with calamity a little too closely, and the total mana value of the exiled cards is greater than 13, the cards you exiled will remain there and you won't get to cast any of them.
No other card is named in this ruling.
- #5· Wizards of the Coast
If an exiled card has
in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
No other card is named in this ruling.
- #6· Wizards of the Coast
Any cards not cast, including land cards, remain in exile. They can't be cast on later turns.
No other card is named in this ruling.
- #7· Wizards of the Coast
If you cast more than one of the exiled cards, you choose the order in which to cast them. A spell you cast this way can be the target of a later spell you cast this way. However, permanent spells cast this way won't resolve until you're done casting spells, so the permanents they become can't be the target of spells cast this way. For example, if you exile Twincast and Lightning Strike, you can cast Lightning Strike and then cast Twincast targeting it; but if you exile a creature card and an Aura card, you can't cast that Aura targeting that creature.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Dance with Calamity + Laboratory Maniac
- 1Cast Dance with Calamity by paying
, exiling your library.
- 2Draw a card, causing you to win the game due to drawing from an empty library.
The War Doctor + Dance with Calamity
- 1Cast Dance with Calamity by paying
, exiling a number of cards from your library equal to the life total of an opponent.
- 2The War Doctor's first ability triggers once for each card exiled, putting that many time counters on The War Doctor.
- 3Declare The War Doctor as an attacker.
- 4When The War Doctor attacks, its last ability triggers, dealing damage to an opponent equal to the number of time counters on The War Doctor.
Dance with Calamity + Jace, Wielder of Mysteries
- 1Cast Dance with Calamity by paying
, exiling your library.
- 2Activate Jace's first loyalty ability by putting a loyalty counter on it, causing target player to mill two cards and you to win the game due to drawing from an empty library.
Dance with Calamity + Thassa's Oracle
- 1Cast Dance with Calamity by paying
, exiling your library.
- 2Cast Thassa's Oracle by paying
.
- 3When Thassa's Oracle enters the battlefield, it triggers, causing you to win the game.
Legal formats
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Meta decks with Dance with Calamity
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