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Moxonomy

Steal Enchantment

Enchantment — AuraBlue manaBlue mana

A theft Aura aimed at the one permanent type most decks have nothing of. Where Control Magic answers the creature your opponent built their game around, this answers an enchantment, and the value of that question depends entirely on what enchantments exist in the room. Against a board without one it is a dead card; against the right target it is a two-mana swing in control of something that may have cost far more. That conditionality is the whole design: stealing an enchantment is rarely tempo-positive the way stealing a fatty is, so the payoff lives in the specific Aura, the game-warping global, or the value engine that the opponent invested heavily to land. The card also folds back on its own kind, since it is itself an enchantment capable of grabbing another, and it can be answered by enchantment removal the same way Disenchant clears any Aura. It dates to a stretch of blue's history when the color's identity openly included pinching whatever the opponent had built, before that theft was narrowed and taxed; the narrowness here was always the cost of the rate. It asks the deckbuilder to know exactly what it intends to take before sleeving it, which is a sharper demand than most two-mana Auras make.

Steal Enchantment (tmp)
TMP · #90uncommon
Pricing
Normal: $8.73
Foil:
Oracle Text

Rules text

Enchant enchantment You control enchanted enchantment.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
Legal
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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