Enchant: Difference between revisions

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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.
'''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.


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{{rules|text=
{{CR|Magic 2010|
'''From the [[Comprehensive Rules]]''':
*'''303'''. Enchantments
*'''212.4'''. 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.”)
**'''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.”)
**'''303.2.''' When an enchantment spell resolves, its controller puts it onto the battlefield under his or her control.
**'''212.4b''' When an enchantment spell resolves, its controller puts it into play 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 204.3g for the complete list of enchantment types.
**'''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.
**'''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 restricted by its enchant keyword ability (see rule 702.5, “Enchant”). Other effects can limit what a permanent can be enchanted by.
**'''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”).
***'''303.4a''' An Aura spell requires a target, which is restricted by its enchant ability.
**'''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.
***'''303.4b''' If an Aura is enchanting an illegal object or player, the object it was attached to no longer exists, or the player it was attached to has left the game, the Aura is put into its owner’s graveyard. (This is a state-based action. See rule 704.)
**'''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.)
***'''303.4c''' An Aura can’t enchant itself, and an Aura that’s also a creature can’t enchant anything. If this occurs somehow, the Aura is put into its owner’s graveyard. (This is a state-based action. See rule 704.)
**'''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.)
***'''303.4d''' The object or player an Aura is attached to is called enchanted. The Aura is attached to, or “enchants,” that object or player.
**'''212.4h''' The permanent an Aura is attached to is called enchanted. The Aura is attached to, or “enchants,” that permanent.
***'''303.4e''' An Aura’s controller is separate from the enchanted object’s controller; the two need not be the same. Changing control of the object doesn’t change control of the Aura, and vice versa. Only the Aura’s controller can activate its abilities. However, if the Aura grants an ability to the enchanted object (with “gains” or “has”), the enchanted object’s controller is the only one who can activate that ability.
**'''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.
***'''303.4f''' If an Aura is entering the battlefield under a player’s control by any means other than by resolving as an Aura spell, and the effect putting it onto the battlefield doesn’t specify the object or player the Aura will enchant, that player chooses what it will enchant as the Aura enters the battlefield. The player must choose a legal object or player according to the Aura’s enchant ability and any other applicable effects.
***'''303.4g''' If an Aura is entering the battlefield and there is no legal object or player for it to enchant, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owner’s graveyard instead of entering the battlefield.
***'''303.4h''' If an effect attempts to attach an Aura on the battlefield to an object or player, that object or player must be able to be enchanted by it. If the object or player can’t be, the Aura doesn’t move.
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{{rule-stub}}[[Category:Keywords]][[Category:Magic rules]]
{{rule-stub}}[[Category:Keywords]][[Category:Magic rules]]

Revision as of 02:23, 22 September 2009

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 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.

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