EnchantEnchant is a static ability, written “Enchant [object or player].” The enchant ability restricts what an Aura spell can target and what an Aura can enchant.
For more information about Auras, see rule 303, “Enchantments.”
If an Aura has multiple instances of enchant, all of them apply. The Aura’s target must follow the restrictions from all the instances of enchant. The Aura can enchant only objects or players that match all of its enchant abilities.
Auras that can enchant a player can target and be attached to players. Such Auras can’t target permanents and can’t be attached to permanents. (CR 702.5) creature
At the beginning of your upkeep, you may put a
fuseFuse is a static ability found on some split cards (see rule 709, “Split Cards”) that applies while the card with fuse is in a player’s hand. If a player casts a split card with fuse from their hand, the player may choose to cast both halves of that split card rather than choose one half. This choice is made before putting the split card with fuse onto the stack. The resulting spell is a fused split spell.
A fused split spell has the combined characteristics of its two halves. (See rule 709.4.)
The total cost of a fused split spell includes the mana cost of each half.
As a fused split spell resolves, the controller of the spell follows the instructions of the left half and then follows the instructions of the right half. (CR 702.102) counterTo counter a spell or ability is to cancel it: remove it from the stack without resolving it. A counter on an object or player is instead a marker that changes characteristics or interacts with rules or abilities; for example, a +1/+1 counter modifies a creature’s power and toughness. (CR 701.6; 122.1) on this Aura.
When enchanted creature
diesIs put into a graveyard from the battlefield. (CR 700.4), this Aura deals X damage to any target, where X is the number of
fuseFuse is a static ability found on some split cards (see rule 709, “Split Cards”) that applies while the card with fuse is in a player’s hand. If a player casts a split card with fuse from their hand, the player may choose to cast both halves of that split card rather than choose one half. This choice is made before putting the split card with fuse onto the stack. The resulting spell is a fused split spell.
A fused split spell has the combined characteristics of its two halves. (See rule 709.4.)
The total cost of a fused split spell includes the mana cost of each half.
As a fused split spell resolves, the controller of the spell follows the instructions of the left half and then follows the instructions of the right half. (CR 702.102) countersTo counter a spell or ability is to cancel it: remove it from the stack without resolving it. A counter on an object or player is instead a marker that changes characteristics or interacts with rules or abilities; for example, a +1/+1 counter modifies a creature’s power and toughness. (CR 701.6; 122.1) on this Aura.