Enchantment

Enchantments represent persistent magical effects, usually remaining in play indefinitely.

Description
Most enchantments have continuous effects or triggered abilities, but some have abilities that can be activated by their controllers.

Enchantments vs. colored artifacts
Enchantments function very similarly to colored artifacts. The main distinction is flavor and what cards can destroy it. As a general rule, artifacts with activated abilities can have a cost that taps the artifact, while enchantments almost never do on the enchantment themselves, instead granting other permanents or the permanent they are attached to an ability that has a tapping cost.

The only three examples of pure enchantments that tap themselves are found on futureshifted cards (Flowstone Embrace, Second Wind, Witch's Mist). R&D has no further plans to put tapping onto enchantments, because it is one of the few differences still existing between artifacts and enchantments.

Subtypes
Formerly, enchantments were one of two types: global or local. The type line of global enchantments reads "Enchantment", whereas that of local enchatments reads "Enchant [quality]", e.g. "Enchant Permanent", "Enchant Creature", "Enchant Wall", "Enchant Land", etc.

With the release of Ninth Edition, the terms "global enchantment" and "local enchantment" were deprecated, and the type system was reformed so that both global and local enchantments have the card type Enchantment. To distinguish between them, local enchantments have the subtype Aura and a line of rules text which reads "Enchant [quality]", whereas global enchantments have neither of these. Since then, other enchantment-specific subtypes, called enchantment types, have been introduced, such as Curse and Saga.

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Enchantment creatures and artifacts
The Theros block had an "enchantments matter" theme and introduced enchantment creatures and enchantment artifacts. This was repeated for Theros Beyond Death.

Friendly to enchantments
White and green are the two colors that most appreciate enchantments and reward the player for playing them.

Enchantment destruction
White and green usually have one enchantment destruction card at common, although green's is usually also a spell that destroys artifacts. Starting with Commander 2019, black has become tertiary in enchantment removal, but remains unable to remove deal-with-the-devil enchantments it has cast on itself.

Enchantment tokens
The first non-creature token was the enchantment token copy of Imperial Mask that can be given to your teammates. This appeared in Future Sight.

Estrid, the Masked is the first, and so far only, card to make an aura enchantment token.

Enchantment tokens returned in the Mystery Booster set, where the test card Celestine Cave Witch lets you sacrifice insects to create curse enchantment tokens, and Domesticated Mammoth arrives on the battlefield with an aura token of Pacifism on it.