K.12.1- Global enchantments are of card type "Enchantment" or "Enchant World". They are put in play in your territory (in front of you) when they resolve and can affect any number of players or permanents. [CompRules 2001/07/23 - 214.8a/8b/8k]
K.12.2- Local enchantments are of card type "Enchant
K.12.3- Local enchantment spells target the permanent they are going to enchant. This target choice is made when the spell is first played. If put into play directly, the choice of what to enchant is made by the player putting it into play at the time it would be put into play, and this is not considered targeting. [CompRules 2001/07/23 - 214.8c/8d]
K.12.4- Local enchantments have a requirement that they enchant a card of
the type
K.12.5- Local enchantments may have text saying "Play this card only
on a
K.12.6- A local enchantment cannot ever enchant itself. [CompRules 2001/07/23 - 214.8f]
K.12.7- The text "enchanted
K.12.8- The abilities of a local enchantment do not target the enchanted permanent unless they are activated abilities that can target something. [CompRules 2001/07/23 - 214.8h] For example, the use of Firebreathing does not target the enchanted creature when it is used.
K.12.9- Changing the controller of a permanent does not change the controller of local enchantments which are on the permanent. So if someone takes control of your Llanowar Elves with Regeneration on them, you still control the Regeneration card, and only you can pay to use it. [CompRules 2001/07/23 - 214.8i]
K.12.10- Enchant World cards are just like normal "Enchantment" cards, except that only one Enchant World can be in play at a time. If an Enchant World is brought into play, all other Enchant Worlds in play are put into the graveyard as a state-based effect (see Rule T.11). [CompRules 1999/04/23] If more than one enters play at the same time, all of them are put into the graveyard. [Mirage, Page 57] The game always knows which entered play first, even if they enter play during a single "event" (see Rule T.1.6). [WotC Rules Team 1997/10/06] Enchant Worlds are not like Legends. Legends allow one of any given name in play. Enchant Worlds just allow one in play regardless of name. [D'Angelo 1998/07/17]
K.12.11- The effect of a local enchantment on the permanent it enchants does not validate or invalidate any conditions in its own text. For example, a card which says "enchanted green creature is black" does not cause its effect to be cancelled, and a card which says "enchanted non-creature artifact is an artifact creature" does not cause its effect to be cancelled. Similarly, Transmogrifying Licid does not make its target legal when it says "enchanted creature is an artifact creature". [WotC Rules Team 1999/03/18] You can play as if "enchanted A does B" instead read "as long as enchanted permanent is an A, it does B" so the enchantment's effect gets ordered after anything which would change the permanent to match the condition. [bethmo 1999/04/08]
K.12.12- If a spell or ability puts a local enchantment into play, the player who puts the enchantment into play chooses where to put the enchantment. It must go to a legal location. The enchantment is not considered to be targeting the permanent it is played on. [CompRules 2001/07/23 - 214.8d]
K.12.13- A global enchantment has no subtype. A local enchantment's subtype (also called its enchantment type) is the word after "Enchant". For example, an "Enchant Creature" has a "Creature" subtype. Local and Global are not subtypes; they are categories. [CompRules 2001/07/23 - 212b]
K.12.14- If a local enchantment is being put into play by a spell or ability, it cannot do so to a permanent which the enchantment cannot legally enchant. The spell or ability will leave the local enchantment in the zone it was in instead of putting it into play. [CompRules 2001/07/23 - 214.8d]
K.12.Ruling.1- Global enchantment spells may target something when played, but they are still played in your territory. You do not play a global enchantment onto another player. [D'Angelo 1998/02/03]
K.12.Ruling.2- When an enchantment leaves play, any continuous effects it had end immediately, but any duration effects it had last. For example, when Armor of Faith leaves play, the +1/+1 is lost, but any extra toughness added by its ability lasts until end of turn. [D'Angelo 1998/02/03]
K.12.Ruling.3- The text "
K.12.Ruling.4- Enchant World spells are not more powerful than other enchantments or effects. They are applied normally. [bethmo 1994/07/07]
K.12.Ruling.5- Enchantments are not specifically prevented from becoming tapped, but they generally do not tap. They are most commonly found tapped if the enchantment was changed to a creature or artifact at some time and was tapped while it was of that other permanent type. [D'Angelo 1997/10/11]
K.12.Ruling.6- The statement "becomes an enchant creature
enchanting
K.12.Ruling.7- The rule that an enchantment cannot enchant itself (Rule K.12.6) overrides any attempt to "become an enchant creature enchanting itself". If this tries to happen, the permanent becomes a local enchantment enchanting nothing, then is put into the graveyard as a state-based effect. [D'Angelo 2000/04/11]
Note- Enchantment spells can be played only during your main phase and only when the stack is empty. See T.2 and Rule P.8.3. [CompRules 1999/04/23]