Animating Faerie // Bring to Life card image

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Animating Faerie // Bring to Life

Creature — Faerie // Sorcery — Adventure

Flying // Target noncreature artifact you control becomes a 0/0 artifact creature. Put four +1/+1 counters on it.

Color profile

Color identity

  • Blue

Format check

Legality

TLR
Duel
Brawl
Penny
PreDH
Future
Legacy
Modern
Pauper
Alchemy
Pioneer
Vintage
Historic
Standard
Timeless
Commander
Gladiator
Old School
Premodern
Oathbreaker
Standard Brawl
Pauper Commander
Competitive Brawl

Official notes

Rulings

14
  1. Wizards of the Coast

    An adventurer card is a permanent card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Giant Killer is a white creature card whose mana value is 1. It can't be the target of the triggered ability of Mystic Sanctuary.

  2. Wizards of the Coast

    When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.

  3. Wizards of the Coast

    If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell. For example, if Giant Killer is exiled with the last ability of Vivien, Champion of the Wilds, you can't cast it as Chop Down.

  4. Wizards of the Coast

    If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may cast it as a permanent spell. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to cast it as a permanent later.

  5. Wizards of the Coast

    If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to cast it as a permanent spell.

  6. Wizards of the Coast

    You must still follow any timing restrictions and permissions for the permanent spell you cast from exile. Normally, you'll be able to cast it only during your main phase while the stack is empty.

  7. Wizards of the Coast

    If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to cast the copy as a permanent.

  8. Wizards of the Coast

    If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.

  9. Wizards of the Coast

    If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.

  10. Wizards of the Coast

    Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.

  11. Wizards of the Coast

    Bring to Life's effect lasts indefinitely. It doesn't wear off during the cleanup step.

  12. Wizards of the Coast

    An artifact that becomes a creature due to Bring to Life can't attack unless you've controlled it continuously since your turn began.

  13. 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. If it's attached as it becomes a creature, it becomes unattached.

  14. Wizards of the Coast

    If another effect later causes the artifact to become a creature and sets its power and toughness as it does so, that creature will have that base power and toughness; it won't be 0/0. Notably, crewing a Vehicle does not set its power and toughness, so a Vehicle's base power and toughness remain 0/0 if you crew it.

Public deck signals

Often played with

0 results

Cards found together in sampled public decks. Lands are excluded and different printings count as one card. This suggests shared play, not a proven combo.

No sampled co-occurrences found

No other nonland cards were found alongside this card in the sampled public decks.

Same Oracle card

Other printings

2 results