Echo A keyword ability that imposes a cost to keep a permanent on the battlefield. See rule 702.29, “Echo.” EDH (Obsolete) An older name for the Commander casual variant. See rule 903, “Commander.” Effect Something that happens in the game as a result of a spell or ability. See rule 609, “Effects.” Embalm A keyword ability that lets a player exile a creature card from his or her graveyard to create a mummified token version of that card. See rule 702.127, “Embalm.” Emblem An emblem is a marker used to represent an object that has one or more abilities, but no other characteristics. See rule 113, “Emblems.” Emerge A keyword ability that lets a player cast a spell for less by sacrificing a creature. See rule 702.118, “Emerge.” Emperor The middle player on each team in an Emperor game. See rule 809, “Emperor Variant.” Emperor Variant A multiplayer variant played among three-player teams. See rule 809, “Emperor Variant.” Enchant A keyword ability that defines what an Aura spell can target and what an Aura permanent can be attached to. See rule 303, and rule 702.5, “Enchantments,” “Enchant.” Enchantment A card type. An enchantment is a permanent. See rule 303, See also Aura. “Enchantments.” Enchantment Type A subtype correlated to the enchantment card type. See rule 303, See rule 205.3h that’s “Enchantments.” for the list of enchantment types. Encoded A term that describes the relationship between a permanent and a card exiled by a cipher ability. See rule 702.98, “Cipher.” Encounter To move a phenomenon card off the top of a planar deck and turn it face up. See rule 310, “Phenomena.” End of Combat Step Part of the turn. This step is the fifth and final step of the combat phase. See rule 511, of Combat “End Step.” End Step Part of the turn. This step is the first step of the ending phase. See rule 513, “End Step.”
Echo A keyword ability that imposes a cost to keep a permanent on the battlefield. See rule 702.29, “Echo.” EDH (Obsolete) An older name for the Commander casual variant. See rule 903, “Commander.” Effect Something that happens in the game as a result of a spell or ability. See rule 609, “Effects.” Embalm A keyword ability that lets a player exile a creature card from his or her graveyard to create a mummified token version of that card. See rule 702.127, “Embalm.” Emblem An emblem is a marker used to represent an object that has one or more abilities, but no other characteristics. See rule 113, “Emblems.” Emerge A keyword ability that lets a player cast a spell for less by sacrificing a creature. See rule 702.118, “Emerge.” Emperor The middle player on each team in an Emperor game. See rule 809, “Emperor Variant.” Emperor Variant A multiplayer variant played among three-player teams. See rule 809, “Emperor Variant.” Enchant A keyword ability that defines what an Aura spell can target and what an Aura permanent can be attached to. See rule 303, “Enchantments,” and rule 702.5, “Enchant.” Enchantment A card type. An enchantment is a permanent. See rule 303, “Enchantments.” See also Aura. Enchantment Type A subtype that’s correlated to the enchantment card type. See rule 303, “Enchantments.” See rule 205.3h for the list of enchantment types. Encoded A term that describes the relationship between a permanent and a card exiled by a cipher ability. See rule 702.98, “Cipher.” Encounter To move a phenomenon card off the top of a planar deck and turn it face up. See rule 310, “Phenomena.” End of Combat Step Part of the turn. This step is the fifth and final step of the combat phase. See rule 511, “End of Combat Step.” End Step Part of the turn. This step is the first step of the ending phase. See rule 513, “End Step.”