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Animating Faerie // Bring to Life

Animating Faerie // Bring to Life Price

3 printings · 2 sets · first printed 2019

Cheapest $0.22
Median $0.23
Highest $0.25
EDHREC Rank #19,360

Animating Faerie // Bring to Life has been printed 3 times across 2 sets, first in 2019. Right now the cheapest printing is Throne of Eldraine #38 at $0.22, while the most expensive is Throne of Eldraine #280 at $0.25. The median across 2 priced printings is $0.23. Reprint risk: LOW — Reprinted 3x historically, most recently in 2019 -- no dedicated reprint sets or recent activity.

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Every Animating Faerie // Bring to Life Printing, Compared

Cheapest first · unpriced last
Printing Year Price Dealer Buys
Throne of Eldraine #38 (U) Cheapest 2019 $0.22 —
Throne of Eldraine #280 (U) 2019 $0.25 $0.08 foil
Magic Online Promos #78746 (U) 2019 — —

Prices are the latest nightly market price; a printing with no tracked price shows a dash. Dealer buylist is Card Kingdom's current offer via MTGJSON, shown where one exists.

Oracle Text
Creature — Faerie // Sorcery — Adventure
No oracle text available.
2 / 2
Legal In
Pioneer Modern Legacy Vintage Commander Brawl

Legality is a property of the card, not the printing, so it is identical for all 3 versions.

Official Judge Precedents

14 Precedents

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

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.

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.

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.

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

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.

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.

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.

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.

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.

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.

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.

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.

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.