Card type
Enchantment
A lasting spell on the table — a rule that stays, or an Aura on one thing.
- What it does
- A persistent effect. Auras stick to a creature, land, or player. Other enchantments just sit there.
- When you play it
- Main phase, empty stack, unless it has flash.
- Beginner trap
- Putting an Aura on a creature that is about to die, or thinking the Aura survives when the creature leaves.
If it is not an Aura, the enchantment is a global rule. “Creatures you control get +1/+1” lives until something destroys it.
Auras attach to a single target. If that target leaves, the Aura goes to the graveyard. That is the classic beginner blowout.
Enchantments are permanents. Destroy-enchantment cards exist because some of these win games by sitting still.
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More card types
Land
Not a spell. Tap for mana. One land per turn is the usual rule.
Creature
Attacks and blocks. Power / toughness is the bottom-right box.
Instant
A one-shot you can cast on either turn, as long as you have priority.
Sorcery
A one-shot that waits for your main phase. Bigger effects, slower door.
Artifact
A permanent, usually colorless. Equipment, rocks, and machines.
Planeswalker
A legendary ally with loyalty. You may activate one ability on your turn.