From MTG Salvation Wiki
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.
Enchantments are played on the player's own main phase, when the stack is empty.
From the Comprehensive Rules
- 212.4. Enchantments
- 212.4a A player who has priority may play an enchantment card from his or her hand during a main phase of his or her turn when the stack is empty. Playing an enchantment as a spell uses the stack. (See rule 409, “Playing Spells and Activated Abilities.”)
- 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. (You can find the complete list of enchantment subtypes under “Enchantment Types” in the glossary at the end of this document.)
- 212.4d Some enchantments have the subtype “Aura.” An Aura comes into play attached to an object or player. What an Aura can be attached to is restricted by its enchant keyword ability (see rule 502.45, “Enchant”). Other effects can limit what a permanent can be enchanted by.
- 212.4e An Aura spell requires a target, which is restricted by its enchant ability.
- 212.4f 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 effect. See rule 420.)
- 212.4g 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 effect. See rule 420.)
- 212.4h The object or player an Aura is attached to is called enchanted. The Aura is attached to, or “enchants,” that object or player.
- 212.4i 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 play its abilities. However, if the Aura adds an ability to the enchanted object (with “gains” or “has”), the enchanted object’s controller is the only one who can play that ability.
- 212.4j If an Aura is coming into play by any means other than by being played and the effect putting it into play doesn’t specify the object or player the Aura will enchant, the player putting it into play chooses what it will enchant as the Aura comes into play. The player must choose a legal object or player according to the Aura’s enchant ability and any other applicable effects. If the player can’t make a legal choice, 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 coming into play.
- 212.4k If an effect attempts to attach an Aura in play 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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Some enchantments have the subtype "Aura." These are enchantments that must be attached to another permanent in order to change its characteristics or give it additional abilities, whether helpful or harmful.
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.