When Can Enchantments Be Played in Magic: The Gathering?
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Enchantments in Magic: The Gathering (MTG) are a versatile card type that can dramatically alter the course of a game. Unlike instants and sorceries, enchantments are permanents, meaning they stay on the battlefield once played and can provide ongoing benefits or effects. Understanding when you can play an enchantment is crucial for effective gameplay. The short answer is: You can generally cast an enchantment as a spell during a main phase of your turn, when the stack is empty. However, like many aspects of Magic, there are crucial nuances and exceptions that players need to be aware of, which we will cover in detail.
The Basics of Playing Enchantments
Casting Enchantments as Spells
The most common way to get an enchantment onto the battlefield is by casting it as a spell from your hand. This can only occur during a main phase of your turn, and only when the stack is empty (meaning there are no spells or abilities waiting to resolve). This is essentially the same timing restriction as a sorcery. The process is governed by Magic’s rule 601.3, which states: “A player can begin to cast a spell only if a rule or effect allows that player to cast it and no rule or effect prohibits that player from casting it.” This means you must have the necessary mana and no other game rule is preventing you from acting.
Once you choose to cast an enchantment spell, it goes on the stack, giving other players a chance to respond with their own instants or activated abilities. If it resolves, the enchantment enters the battlefield and stays there until removed or otherwise affected by game rules.
Activated Abilities of Enchantments
Once on the battlefield, many enchantments possess activated abilities. These abilities can be used at instant speed unless the card specifically says otherwise (such as an equip ability). This means that, unless specifically stated, you can activate most enchantment abilities at any time you have priority, including during your opponents’ turns, similar to playing an instant. For instance, if an enchantment has an ability that lets you draw a card for a cost, you can use that ability during your opponent’s end step, or in response to another spell.
Exceptions: Aura Enchantments
Auras are a special type of enchantment with the subtype Aura, and they function differently from regular enchantments. An Aura must be attached to an object or player on the battlefield. When cast as a spell, an Aura targets whatever it will enchant. You must choose the object or player as part of casting the Aura. Furthermore, there are specific situations involving Auras entering the battlefield through other means beyond being cast as a spell.
Rule 303.4f and Aura Entry
Rule 303.4f addresses this situation, stating: “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.” This means if, for example, you find an aura in your library with an effect and put it on the battlefield, you get to choose what it will enchant if the effect doesn’t specify.
Enchanting Players
Auras can even enchant players, providing they have the Enchant Player ability printed on them. This allows for unique strategies such as debuffing an opponent with a curse or using enchantment cards that offer the player added benefits. You can’t just enchant an opponent normally without this specific clause in its Oracle text.
Combat Enchantments
There is a sub-type of enchantments called Combat Enchantments. These are a unique type of spell, specifically designed to be cast during the combat phase. Unlike standard enchantments, they do not target, instead affecting all valid targets on the battlefield automatically. While powerful, these combat enchantments are generally more expensive to cast.
Frequently Asked Questions About Playing Enchantments
To further clarify the intricacies surrounding enchantment play, here are 15 frequently asked questions:
1. Can Enchantments be Played During Combat?
Most enchantments cannot be cast during combat, as they are typically cast during the main phase when the stack is empty. However, Combat Enchantments are specifically designed to be cast during combat and don’t require targets.
2. Can Enchantments Be Played on an Opponent’s Turn?
Generally, no. Unless the enchantment is an Aura with the “Enchant Player” ability, you cannot cast an enchantment on your opponent’s turn. However, activated abilities of enchantments can typically be used on your opponent’s turn, assuming instant speed unless otherwise stated on the card.
3. Can You Activate Enchantment Abilities as Instants?
Yes, unless the card specifically says otherwise. Most activated abilities of enchantments (as well as creatures, lands, artifacts) can be activated at instant speed, as long as you have priority.
4. Can You Enchant an Opponent’s Land or Creature?
Yes, provided the Aura has the appropriate “Enchant Creature” or “Enchant Land” clause. The control of the land or creature does not matter; if the Aura can enchant those card types, you can attach it. This is explained in rule 702.5a.
5. Can You Equip During an Opponent’s Turn?
No. The equip ability can only be used when you have priority during your own main phases, not on an opponent’s turn. This is because it specifies a target creature you control, and the ability is used at sorcery speed unless otherwise stated.
6. Can an Enchantment Be a Commander?
Yes! There are many powerful enchantment-based commanders for players to use when building a Commander deck. Enchantments are a very strong and valuable card type in Magic.
7. Do Enchantments Count as Targeting?
When you cast an enchantment as a spell, yes, it does target. This is crucial for understanding interactions with cards that have hexproof or shroud. However, when an enchantment is put onto the battlefield by another effect (such as by the clause of another card), no, it does not target.
8. Are Enchantments Considered Instants or Sorceries?
Neither. Enchantments are permanents that stay on the battlefield. They differ significantly from instants or sorceries, which are one-time effects. Enchantments offer triggered or static effects.
9. Do Enchantments Have Summoning Sickness?
Only Enchantment Creatures are affected by summoning sickness. Regular enchantments are not. Only cards that are explicitly a creature type can be affected by summoning sickness, after they enter the battlefield.
10. Can You Enchant a Creature with Shroud?
No, a creature with shroud cannot be the target of any spell or ability, including enchantments, therefore you cannot cast an aura and target it with shroud. However, if a permanent gains shroud after being enchanted, the existing enchantments will stay attached.
11. Does a Land Count as a Spell?
No, playing a land is a special action that does not use the stack. Lands are never considered spells.
12. Can You Enchant Your Own Creature with Protection?
No. A permanent with protection from a certain quality cannot be enchanted by Auras that have the stated quality. Any such Auras attached to a protected creature will be removed and placed into the owner’s graveyard. This is covered in rule 702.16c.
13. Can You Enchant a Player?
Yes, Auras with the “Enchant Player” ability can target and attach to a player.
14. Can You Sacrifice an Enchantment Controlled by Your Opponent?
No, you can only sacrifice permanents you control. While the Aura may be attached to your creature, your opponent is still in control of that card.
15. Do Keywords Count as Abilities?
Yes, most keywords are considered abilities, giving cards special features and interactions on the battlefield. For example, “Flying” is a keyword that describes a creature’s ability to only be blocked by creatures with flying or reach.
Conclusion
Understanding when you can play enchantments is vital for any Magic: The Gathering player. While most enchantments can only be cast during your main phase, their activated abilities and Aura subtypes add layers of complexity and strategy to the game. By mastering the nuances and exceptions, players can effectively use enchantments to their advantage, securing victory on the battlefield. This detailed explanation, combined with answers to frequently asked questions, should provide a solid foundation for playing enchantments effectively.