Magic the Gathering Enchantment rules

Enchantment creatures and enchantment artifacts[edit | edit source]

The Future Sight symbol for Enchantment cards.

Enchantments represent persistent magical effects, usually remaining in play indefinitely. Most have continuous or triggered abilities, but some have abilities that can be activated by their controllers.

Formerly, enchantments were one of two types; enchant permanents (now Auras) or global enchantment.

Now, the term "global enchantment" is not officially used anymore, but other subtypes of enchantments have come into existence.

Aura[edit | edit source]

Enchantments that possess the rules text "Enchant" are of the Aura subtype. These enchantments must be attached to an object specified by the Enchant ability, and exert an effect on that object.

An Aura's text box will specify what kind of permanents it can be attached to, reading "Enchant [type]." When an Aura spell is played, it must target an appropriate permanent, and when it resolves, it comes into play attached to (and no longer targeting) that permanent. If the permanent it is attached to leaves play at any time, becomes a type that the Aura cannot enchant, or gains protection against any of the Aura's characteristics, the Aura becomes unattached and will go to the graveyard.

Curse[edit | edit source]

Curses are Aura enchantments that possess the rules text "Enchant player". Curses were introduced in and featured in the Innistrad block and .

Although all Curses enchant players, not all enchantments with "Enchant player" are Curses. In fact, the ability has been featured on cards from previous expansion sets, such as from .

Shrine[edit | edit source]

Shrines are non-Aura enchantments that possess an ability that is triggered at the beginning of its controller's upkeep. The effect is proportional to the number of Shrines that player controls. Shrines were introduced and featured in only, and all Shrines possess the legendary supertype.

Enchantment creatures and enchantment artifacts[edit | edit source]

The Theros block had a "enchantment matters" theme and introduced enchantment creatures and enchantment artifacts.

From the ( (August 26, 2016))

303. Enchantments

  • 303.1. A player who has priority may cast an enchantment card from his or her hand during a main phase of his or her turn when the stack is empty. Casting an enchantment as a spell uses the stack. (See rule 601, “Casting Spells.”)
  • 303.2. When an enchantment spell resolves, its controller puts it onto the battlefield under his or her control.
  • 303.3. Enchantment subtypes are always a single word and are listed after a long dash: “Enchantment — Shrine.” Each word after the dash is a separate subtype. Enchantment subtypes are also called enchantment types. Enchantments may have multiple subtypes. See rule 205.3h for the complete list of enchantment types.
  • 303.4. Some enchantments have the subtype “Aura.” An Aura enters the battlefield attached to an object or player. What an Aura can be attached to is defined by its enchant keyword ability (see rule 702.5, “Enchant”). Other effects can limit what a permanent can be enchanted by.

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Wizards of the Coast MTG Magic the Gathering Epic Proportions Collectible Trading Card
Toy (Wizards of the Coast)
  • Lorwyn Expansion
  • Tournament Legal
  • Rare

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