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File:FUT Enchantment symbol.png

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.

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Subtypes

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

Now, the term "global enchantment" is not officially used, and other subtypes of enchantments exist.

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Aura

Main article: Aura

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

Main article: Curse

Similar to Auras, Curses are enchantments that possess the rules text "Enchant player". Curses were introduced in Innistrad and featured in the Innistrad block.

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 Psychic Possession from Dissension.

Shrine

Main article: Curse

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 Champions of Kamigawa only, and all Shrines possess the legendary supertype.

Rules

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