Wakedancer 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
Morbid — When this creature enters, if a creature died this turn, create a 2/2 black Zombie creature token.
Complete guide
Wakedancer is a flavor-rich Human Shaman that rewards you for the demise of others. By capitalizing on the Morbid mechanic, this creature brings a friend from beyond the grave to bolster your board presence. Understanding the timing of this trigger is key to maximizing your advantage in black-based midrange decks.
What Wakedancer Does
Wakedancer features a Morbid ability, which is an intervening 'if' clause that checks if a creature has died earlier in the turn. When Wakedancer enters the battlefield, the game looks back at the history of the current turn. If at least one creature—whether it was yours or an opponent's—moved from the battlefield to the graveyard, the ability triggers to create a 2/2 black Zombie creature token.
Resolving the Morbid Trigger
The resolution happens in three distinct steps. First, Wakedancer enters the battlefield and the game checks the Morbid condition. If no creature has died, the ability never triggers at all. Second, if a creature did die, the ability is put onto the stack. Third, as the ability resolves, it checks the condition again. If the condition is still true (which it will be, as deaths cannot be 'undone'), you create the Zombie token.
Common Mistakes
A common error is playing Wakedancer before combat or before a sacrifice outlet has been used. If you cast Wakedancer on an empty turn where nothing has died, you simply get a 2/2 Human Shaman with no token. Remember that 'dying' specifically means moving from the battlefield to the graveyard; creatures that are exiled or returned to the hand do not satisfy the Morbid condition.
When to Play It
Wakedancer is most effective following a favorable combat trade or after using a removal spell on an opponent's threat. In decks with sacrifice themes, you can proactively trigger Morbid by sacrificing a low-value creature to ensure you always get the additional 2/2 Zombie token upon Wakedancer's arrival.
Interaction examples
You attack with Solemn Simulacrum and it is blocked and destroyed. During your second main phase, you cast Wakedancer. Because Solemn Simulacrum died this turn, Wakedancer's Morbid ability triggers, leaving you with a 2/2 Shaman and a 2/2 Zombie token.
With Roaming Throne on the battlefield naming 'Human', a creature dies. You then cast Wakedancer. Wakedancer's Morbid ability triggers once, and Roaming Throne causes it to trigger an additional time. You will create two 2/2 black Zombie tokens instead of one.
If it is the first turn of the game and you somehow cast Wakedancer without any creatures having died, the Morbid ability does not trigger. You are left with only the 2/2 Human Shaman on the battlefield.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Wakedancer
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with Wakedancer
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Roaming Throne