![]() ![]() This card plays well in enchantment decks that splash black in Eternal and Oathbreaker formats. The turns after, it animates when an enchantment ETB under your control. ![]() Daxos’s Tormentĭaxos's Torment is a nice self-animating enchantment because it enters as a creature with haste on the first turn. It triggers whenever you play another creature, and a 4/4 flying creature isn’t something your opponent can afford to take lightly. Halcyon Glaze is an excellent blue enchantment to add to creature-centric decks that involve blue. You can draw a card and have your big creature too. At 5/4, it can pack a punch for your cycling decks. Reptilian Reflection is one of the bigger animating enchantments on this list. Get your noncreature spells and control decks ready and make sure to consider Myth Realized in them. It can grow to massive sizes based on the number of lore counters it has. Myth Realized is a wonderful card for a noncreature deck. The three CMC and two mana activation cost are reasonable for animating a creature when you need it. Still Life is a nice example of having a strong enchantment creature that’s safe from most removal. Half of your life!? That’s wild, but this card may fit in with some interesting combo decks, like decks that focus on your loss of life, black devotion, or maybe just need that 4/4 flying creature for one last swing. Lurking Evil has a staggering activation cost. Outside of that play style, there’s not much value. It can lower the cost of playing cards face down and can turn into a face down creature itself. Obscuring Aether is a nice addition to decks with morph and megamorph. It has a mana value of one, and you can make a wall as big as you need with the X activated cost. Testament of Faith is a cheap answer for defense. They can change between being creatures and not depending on your devotion, which means they can enter the battlefield “pre-animated.” But that’s not really animation, so this is a god-free zone. You’ll notice that gods from Theros and Theros: Beyond Death aren’t here. There aren’t many of these cards, but they’re as old as the Urza’s Destiny and as new as Dominaria United. A lot of these cards come from older sets like Urza’s Legacy and Urza’s Saga.Įnchantment animating cards spells or abilities can animate a target or all your enchantments. The four cycles of sleeping enchantments are hidden, opal, veiled, and lurking. Sleeping enchantment cards come in cycles and await some trigger to awaken them into creatures. Examples of these cards have been around since Odyssey. They can work as traps, mana sinks, or additional board presence from your normal strategy plays. Self-animating cards are enchantments that wait to be animated by one of your other actions or your activation. They all have different histories and play styles, so let’s look at them individually. There are three different categories of enchantments that turn into creatures: enchantments that turn into creatures based on what you do (self-animating), enchantments that lie in wait for your opponent to do something (sleeping enchantment), and spells or abilities that animate your enchantments (enchantment animating). Zur, Eternal Schemer ( Dominaria United) | Illustration by Dan Mumford
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