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'''Enchant''' is a [[keyword ability]] that restricts what an [[Aura]] can target and be attached to. Up until [[Ninth Edition]] of the Core game, Auras were know as "[[Local enchantment|local enchantments]]". Local enchantments carried all the rules in their type, which agonized [[R&D]]. Now that the rules are in the actual Rules Box, Auras can be more diverse and it's easier for beginners to recognize that Auras are Enchantments.
{{Infobox keyword
| type = Static
| first_mech = Alpha
| first = Ninth Edition
| last = Evergreen
| extra = [object or player]
| reminder = This card can only be attached to an [object or player].
| stats = {{stats|C=2|W=264|U=293|B=205|R=160|G=186|WU=16|UB=6|BR=3|RG=3|GW=11|WB=5|UR=3|BG=2|RW=2|GU=5|M=5}}
}}
 
'''Enchant''' is a [[keyword ability]] that restricts what an [[Aura]] can [[target]] and be [[attach]]ed to. Aura is an [[enchantment type]].
 
==Description==
Up until ''[[Ninth Edition]]'' of the Core game, Auras were known as "[[local enchantment]]s". They said "Enchant ([[object]])" - where (object) is what it could enchant - instead of "Enchantment." Thus, local enchantments carried all the rules in their [[type]], which agonized [[R&D]].<ref>{{DailyRef|making-magic/evergreen-eggs-ham-2015-06-08|Evergreen Eggs & Ham|[[Mark Rosewater]]|June 8, 2015}}</ref> Now that the rules are in the actual [[text box]], Auras can be more diverse and it's easier for beginners to recognize that Auras are enchantments.
 
==Rules==
{{CR+G}}


{{rules|text=
==Examples==
'''From the [[Comprehensive Rules]]''':
{{examples
*'''502.45'''. Enchant
|<c>Holy Strength</c> {{W}}<br>Enchantment {{-}} Aura<br>Enchant creature<br>Enchanted creature gets +1/+2.
**'''502.45a''' Enchant is a static ability, written “Enchant [permanent or player].” The enchant ability restricts what an Aura spell can target and what an Aura can enchant.
|<c>Conquer</c> {{3}}{{R}}{{R}}<br>Enchantment {{-}} Aura<br>Enchant land<br>You control enchanted land.
**'''502.45b''' For more information on Auras, see rule 212.4, “Enchantments.
|<c>Warp Artifact</c> {{B}}{{B}}<br>Enchantment {{-}} Aura<br>Enchant artifact<br>At the beginning of the upkeep of enchanted artifact's controller, Warp Artifact deals 1 damage to that player.
**'''502.45c''' If an Aura has multiple instances of enchant, all of them apply. The Aura’s target must follow the restrictions from all the instances of enchant. The Aura can enchant only permanents or players that match all of its enchant abilities.
|<c>Power Leak</c> {{1}}{{U}}<br>Enchantment {{-}} Aura<br>Enchant enchantment<br>At the beginning of the upkeep of enchanted enchantment's controller, that player may pay any amount of mana. Power Leak deals 2 damage to that player. Prevent X of that damage, where X is the amount of mana that player paid this way.
**'''502.45d''' Auras with the “enchant player” ability can target and be attached to players. Such Auras can’t target permanents and can’t be attached to permanents. Rules 212.4d–i apply to an Aura with enchant player in relation to players as they normally would for permanents.
|<c>Animate Dead</c> {{1}}{{B}}<br>Enchantment {{-}} Aura<br>Enchant creature card in a graveyard<br>When Animate Dead enters the battlefield, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with Animate Dead." Return enchanted creature card to the battlefield under your control and attach Animate Dead to it. When Animate Dead leaves the battlefield, that creature's controller sacrifices it.<br>Enchanted creature gets -1/-0.
}}
}}


{{rules|text=
==References==
'''From the [[Comprehensive Rules]]''':
{{Reflist}}
*'''212.4'''. Enchantments
 
**'''212.4a''' A player may play an enchantment card from his or her hand during a main phase of his or her turn, when he or she has priority and the stack is empty. Playing an enchantment as a spell uses the stack. (See rule 409, “Playing Spells and Activated Abilities.”)
{{Mechanics|keyword}}
**'''212.4b''' When an enchantment spell resolves, its controller puts it into play under his or her control.
**'''212.4c''' 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.
**'''212.4d''' Some enchantments have the subtype “Aura.” An Aura comes into play attached to a permanent or player. What an Aura can be attached to is restricted by its enchant keyword ability (see rule 502.45, “Enchant”).
**'''212.4e''' An Aura spell requires a target, which is restricted by its enchant ability. Other restrictions can limit what a permanent can be enchanted by. If an Aura is coming into play by any other means than being played and the effect putting it into play doesn't specify what it will enchant, the player putting it into play chooses a permanent for it to enchant as it comes into play. The player must choose a legal permanent according to the Aura’s enchant ability. If an Aura is coming into play from the stack and there is no legal permanent for it to enchant, the Aura is put into its owner’s graveyard instead of coming into play. If an Aura is coming into play from any zone other than the stack and there is no legal permanent for it to enchant, the Aura remains in the zone from which it attempted to move instead of coming into play. The same rule applies to moving an Aura from one permanent to another: The permanent to which the Aura is to be moved must be able to be enchanted by it. If it can’t, the Aura doesn’t move.
**'''212.4f''' If an Aura is enchanting an illegal permanent, or the permanent it was attached to no longer exists, the Aura is put into its owner’s graveyard. (This is a [[state-based effect]]. See rule 420.)
**'''212.4g''' An Aura can’t enchant itself, and an Aura that’s also a creature can’t enchant a permanent. If this occurs somehow, the Aura is put into its owner’s graveyard. (This is a state-based effect. See rule 420.)
**'''212.4h''' The permanent an Aura is attached to is called enchanted. The Aura is attached to, or “enchants,” that permanent.
**'''212.4i''' An Aura’s controller is separate from the enchanted permanent’s controller; the two need not be the same. Changing control of the permanent doesn’t change control of the Aura, and vice versa. Only the Aura’s controller can play its abilities. However, if the Aura adds an ability to the enchanted permanent (with “gains” or “has”), the enchanted permanent’s controller is the only one who can play that ability.
}}
{{rule-stub}}[[Category:Keywords]][[Category:Magic rules]]

Latest revision as of 23:12, 19 February 2024

Enchant
Keyword Ability
Type Static
Introduced Alpha (mechanic)
Ninth Edition (keyword)
Last used Evergreen
Reminder Text Enchant [object or player] (This card can only be attached to an [object or player].)
Statistics
1171 cards
{C} 0.2% {W} 22.5% {U} 25% {B} 17.5% {R} 13.7% {G} 15.9% {W/U} 1.4% {U/B} 0.5% {B/R} 0.3% {R/G} 0.3% {G/W} 0.9% {W/B} 0.4% {U/R} 0.3% {B/G} 0.2% {R/W} 0.2% {G/U} 0.4% {M} 0.4%
Scryfall Search
keyword:"Enchant"

Enchant is a keyword ability that restricts what an Aura can target and be attached to. Aura is an enchantment type.

Description

Up until Ninth Edition of the Core game, Auras were known as "local enchantments". They said "Enchant (object)" - where (object) is what it could enchant - instead of "Enchantment." Thus, local enchantments carried all the rules in their type, which agonized R&D.[1] Now that the rules are in the actual text box, Auras can be more diverse and it's easier for beginners to recognize that Auras are enchantments.

Rules

From the glossary of the Comprehensive Rules (June 7, 2024—Modern Horizons 3)

Enchant
A keyword ability that defines what an Aura spell can target and what an Aura permanent can be attached to. See rule 303, “Enchantments,” and rule 702.5, “Enchant.”

From the Comprehensive Rules (June 7, 2024—Modern Horizons 3)

  • 702.5. Enchant
    • 702.5a Enchant is a static ability, written “Enchant [object or player].” The enchant ability restricts what an Aura spell can target and what an Aura can enchant.
    • 702.5b For more information about Auras, see rule 303, “Enchantments.”
    • 702.5c If an Aura has multiple instances of enchant, all of them apply. The Aura’s target must follow the restrictions from all the instances of enchant. The Aura can enchant only objects or players that match all of its enchant abilities.
    • 702.5d Auras that can enchant a player can target and be attached to players. Such Auras can’t target permanents and can’t be attached to permanents.

Examples

Example 1

Holy Strength {W}
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+2.

Example 2

Conquer {3}{R}{R}
Enchantment — Aura
Enchant land
You control enchanted land.

Example 3

Warp Artifact {B}{B}
Enchantment — Aura
Enchant artifact
At the beginning of the upkeep of enchanted artifact's controller, Warp Artifact deals 1 damage to that player.

Example 4

Power Leak {1}{U}
Enchantment — Aura
Enchant enchantment
At the beginning of the upkeep of enchanted enchantment's controller, that player may pay any amount of mana. Power Leak deals 2 damage to that player. Prevent X of that damage, where X is the amount of mana that player paid this way.

Example 5

Animate Dead {1}{B}
Enchantment — Aura
Enchant creature card in a graveyard
When Animate Dead enters the battlefield, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with Animate Dead." Return enchanted creature card to the battlefield under your control and attach Animate Dead to it. When Animate Dead leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.

References

  1. Mark Rosewater (June 8, 2015). "Evergreen Eggs & Ham". magicthegathering.com. Wizards of the Coast.