World enchantment mtg
Magic: the GatheringMost Expensive mtg world-enchantments
Rare
$800
Rare
$609.19
Rare
$225.39
Rare
-3 %
$219.99
Rare
$135.99
Rare
$108.98
Rare
$59.99
Rare
-3 %
$51
Rare
-1 %
$48.9
Rare
$44.49
Rare
4 %
$33.33
Rare
-3 %
$25.62
Rare
$18.99
Mythic Rare
$14.94
Rare
-1 %
$13.66
Rare
-1 %
$11.89
Rare
-2 %
$7.67
Mythic Rare
-4 %
$7
Uncommon
$6
Rare
1 %
$1.99
Rare
-10 %
$1.69
Rare
$1.53
Rare
$1.24
Rare
2 %
$1.21
Rare
$1.08
Rare
1 %
$1.07
Rare
$1.07
Rare
$1.01
rare
$1
rare
$0.75
Special
$0.3
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I don’t always keep up with all the new reprints and set releases that Wizards of the Coast puts out each and every week. There are simply too many to keep track of, so I try to prioritize my focus on the newest Standard set so I can familiarize myself with the Limited environment.
But last week, something stood out that grabbed my attention for longer than the typical three seconds I spend on each MTG spoiler. Behold, the Secret Lair reprint of Concordant Crossroads:
Why did this card catch my interest? Because it is a reprint of an Enchant World—which is like an enchantment, except that only one can exist in play, so if any player plays a different Enchant World, the first one is buried. You can read about the official rules of the Enchant World here.
It’s a fairly outdated ability, and you don’t see it on card text anymore these days (kind of like banding or flanking) with few exceptions.
You may have even thought that Concordant Crossroads was on the Re
Last updated on September 3, 2025
Eldrazi Conscription | Illustration by Jaime Jones
Enchantments have been in MTG since the beginning, and they’re one of the coolest build-arounds in the game. They’re hard to remove and enable countless combos and interactions. Enchantments usually alter the rules of the game and are one of the best permanents to build a deck around with special characteristics, whether you have an aggressive, combo, or controlling deck.
We won’t be covering enchantment creatures, but today I'll be going over enchantments, auras, and sagas from every color. So let’s see what MTG has to offer in terms of enchantments for your Constructed and Commander decks, shall we?
What are Enchantments in MTG?
Ghostly Prison | Illustration by Daarken
Enchantments in MTG are cards that shave the enchantment card type, one of the main card types in Magic. When you resolve an enchantment, it stays on the battlefield like creatures do – in other words, it's a permanent card type.
There are many enchantment subtypes, like auras, sagas, and rooms. Every aura is an enchantment, but you can’t say the opposite. Here we’re ranking the best enchantment cards i
World Enchantments
of Law changes the rules of how many spells can be played per turn. Furnace of Rath changes the rules on how much damage your spells do. Rites of Flourishing changes the rules of how many lands players can act and how many cards they draw per turn. The gesture is, tons of enchantments confirm new rules for a game of Magic.
One type of global enchantments establishes a new dictate that supersedes the last one. Printed mostly in Legends and Mirage, with sprinklings in Visions, Homelands, and Alliances, “Enchant worlds” were enchantments with a rule-setting flavor with a special governance that only one could be in play at a hour. Now called world enchantments (enchantments with the supertype “world”), they interact via a “world rule*” that’s similar to the “legend rule.” When a new nature enchantment comes into play, any other world enchantment(s) go away. When The Abyss lands on the table, for example, it not only creates a mean creature-hostile environment; it also replaces Concordant Crossroads or Gravity Sphere or any other world enchantments that were in effect before. The feeling is, “Those were the old rules, folks—here are the new rules we’r
I often discuss the value of subtlety in my columns. Controlling a permanent good enough to impact the board without being egregious enough to be whacked is part of winning. Subtlety is very important to surviving. However, there is something to be said for simply having the biggest and best stuff around and smashing your way to victory. Therefore, for dayâs article, we will be looking at the global enchantments that are the most powerful plays in multiplayer. These are the big guns.
After looking deeply into my lists, I discovered something very interesting. Almost every one of the top global enchantments I considered was printed a long time ago. The vast majority were printed in old borders. I created a short list of finalists, and that list contained twenty-seven cards. I had to winnow that list into a list of the best global enchantments of all time, bar none. To do that, I had to be absolutely ruthless. On this list of twenty-seven, no commons made the cut, and only a handful of uncommons charted. Of this list, only one card was printed in the last five years.There were a few sets that had multiple entries for my considerationâLegends had four, Tempest had