Index Table of Contents Terms
Terms - E

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Ecards
Effect
Enchant <        >
Enchant Creature
Enchanted
Enchantment
End of combat step
End of turn step
End phase
Evasion ability
Exchange
Expansion
Expansion symbol

Ecards
The digital Magic cards used in the Magic Online world.

Effect
What a spell or ability makes when it resolves.
   There are several types of effects: one-shot effects, continuous effects, prevention effects, and replacement effects.
   "Ability" and "effect" are often confused with one another. The instruction text is the ability. The result of following a card's instructions is an effect.
   See also Spell. CompareAbility.

Enchant ______
This could be an "Enchant Land," "Enchant Creature," "Enchant Permanent," etc. These are special types of enchantments that you can play only on the type of permanent named.
   You can play an enchantment only during your main phase when nothing's on the stack.
   When you play one of these spells, you choose one of the right kind of permanent to put it on. (The spell targets the permanent. Once the enchantment is in play, it doesn't target the permanent anymore.)
   When the enchantment spell resolves, you put the enchantment card on the permanent you chose. It stays there until it's destroyed or the permanent it's on leaves play. You can't decide to move it onto a different permanent later. If the permanent leaves play, the enchantment card is put into your graveyard.
   See also Enchant creature, Enchantment, Leaves play, Permanent.

Enchant Creature
A type of enchantment you can play only on creatures and artifact creatures.
   You can play an enchant creature spell only during your main phase when nothing's on the stack.
   When you play an enchant creature spell, you choose a creature to put it on. (The spell targets the creature. Once the enchant creature is in play, it doesn't target the creature anymore.)
   When it resolves, you put the enchant creature card on the creature you chose. It stays there until it's destroyed or the creature leaves play. You can't decide to move it onto a different creature later. If the creature leaves play, the enchant creature card is put into your graveyard.
   See also Enchantment, Leaves play.

Enchanted
When an ability says "enchanted creature" (or "enchanted artifact," "enchanted land," and so on), it means "the creature this enchantment is on."
   For example, Regeneration reads, ": Regenerate enchanted creature." You can only regenerate the creature that the Regeneration is on. You can't use the ability on other creatures you control.

Enchantment
Enchantments are permanents that can be played only during one of your main phases when nothing's on the stack. Enchantments always have abilities.
   There are two kinds of enchantments. A global enchantment sits in play by itself, just like a land or creature. A local enchantment attaches to another permanent. If the permanent leaves play, enchantments attached to it leave play, too. Enchantments that sit in play by themselves just say "Enchantment" under the card's art. Enchantments that attach to other permanents say "Enchant Creature," "Enchant Land," and so on. The second word tells you what kind of permanent the enchantment can attach to.
   If a spell or ability can affect an enchantment, it can affect any kind of enchantment. For example, Disenchant reads, "Destroy target artifact or enchantment." It can destroy an enchant creature, an enchant land, a regular enchantment, and so on. (Disenchant can destroy artifacts and artifact creatures, too.)
   See also Enchant <_______ >, Enchant Creature, Enchanted.

End of combat step
The last step of the combat phase. Usually nothing happens during this step. Effects that last "until end of combat" end during this step, and players can play instants and activated abilities.
   See also Combat phase.

End of turn step
The first step of the end phase. Abilities that trigger "at end of turn" trigger during this step, and players can play instants and activated abilities.
   See also End phase.

End phase
The last phase of each turn. The end phase has two steps: the end of turn step and the cleanup step.
   See also Cleanup step, End of turn step.

Evasion ability
Any ability that makes a creature harder to block. Flying is the most common evasion ability.

Exchange
When a card tells you to "exchange" two things, you and another player swap those things for the rest of the game. Each player must have one of that thing to give to the other for the exchange to work. You can't exchange control of creatures, for example, if one of you doesn't have a creature in play.

Expansion
A specific group of cards that share an expansion symbol.
   See also Expansion symbol.

Expansion symbol
The symbol on the right of the card under the art. The expansion symbol tells you which Magic expansion the card is from.
   The symbol appears in one of three colors to indicate the card's rarity: black for common cards, silver for uncommon, and gold for rare. All expansions from the Exodus set forward use colored expansion symbols. The Classic (Sixth Edition) set was the first basic set to have an expansion symbol.
   See also Rarity.
 

Expansions and Editions
Arabian Nights®
Antiquities®
Legends®
The Dark®
Fallen EmpiresTM
Ice AgeTM
HomelandsTM
AlliancesTM
MirageTM
VisionsTM
WeatherlightTM
TempestTM
StrongholdTM
ExodusTM
Urza's SagaTM
Urza's LegacyTM
Urza's DestinyTM
ClassicTM (Sixth Edition)
Mercadian MasquesTM
NemesisTM
ProphecyTM
InvasionTM
PlaneshiftTM
ApocalypseTM
OdysseyTM
TormentTM

 
Starter-level Sets
PortalTM
Portal Second AgeTM
Portal Three KingdomsTM
StarterTM

™ & © 2002 Wizards of the Coast, Inc.