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
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.
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 | ![]() |
PortalTM | ![]() |
Portal Second AgeTM | ![]() |
Portal Three KingdomsTM | ![]() |
StarterTM | ![]() |