Mystical Tutor: All About Enchantments | Learn Magic: The Gathering
- Greg Montique
- Mar 3
- 2 min read
Aah enchantments, the spells that just won't quit. You know, those mystical, lingering spells that just sit there, making life difficult for your opponent (or you, if you’re on the wrong side of a Pacifism). If you are looking to learn Magic: the Gathering, understanding enchantments should be near the top of your list.
Unlike instants and sorceries, which do their thing and vanish like a Las Vegas magician, enchantments stick around. They’re the gift that keeps on giving—or the curse that won’t go away, depending on who played them.
Types of Enchantments: Magic That Lingers
There are two main kinds of enchantments in MTG:

Regular Enchantments – These just hang out on the battlefield, passively ruining your opponent’s day or improving yours. Cards like Rhystic Study tax every spell your enemy casts, forcing them to either pay up or let you draw a card.
Auras – These are like enchantments with a clingy personality. They attach to creatures, lands, or even players, buffing them (Ethereal Armor), weakening them (Arrest), or changing them (Witness Protection). But beware! If the thing they’re attached to leaves the battlefield, the aura follows it straight to the graveyard, like a loyal but ultimately doomed sidekick.
Why Play Enchantments?
Constant Value: Unlike sorceries, enchantments don’t disappear after one use. They sit there, continuously doing their thing until someone can remove them.
Hard to Remove: Sure, there’s enchantment removal (Disenchant, Krosan Grip), but it’s far less common than creature removal. Your Ghostly Prison is a lot safer than a 2/2 goblin.
They Change the Game: Enchantments warp the battlefield in ways creatures and spells can’t. Propaganda makes attacking a chore, Leyline of Anticipation lets you cast spells at will, and Bitterblossom keeps producing an army of faeries until your opponent cries.
The Downside?
Okay, so enchantments aren’t all fun and games. If you rely too much on them, a single Bane of Progress or Farewell can wipe them all out, leaving you with nothing but regret. And again, if your creature an aura is attached to is destroyed or removed, more often than not the aura goes with it.
Learn Magic the Gathering: Enchantments
Enchantments are the unsung heroes (or villains) of Magic: The Gathering. Whether you’re playing a control deck with stacks of oppressive enchantments or just slapping a Rancor on a squirrel and hoping for the best, there’s an enchantment for everyone. Just be ready to draw ire when you drop a Smothering Tithe—because your opponents will complain about it.
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