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.” End the Turn To the as the result of an effect is to perform an expedited process that skips nearly everything “end turn” else that would happen that turn. See rule 713, the “Ending Turn.” Ending Phase Part of the turn. This phase is the fifth and final phase of the turn. See rule 512, “Ending Phase.” Enters the Battlefield A nontoken permanent the when moved onto the battlefield from another zone. A “enters battlefield” it’s token the when created. See rules 403.3, 603.6a, 603.6e, and 614.12. “enters battlefield” it’s Entwine A keyword ability that lets a player choose all modes for a spell rather than just one. See rule 702.41, “Entwine.” Epic A keyword ability that lets a player copy a spell at the beginning of each of his or her upkeeps at the expense of casting any other spells for the rest of the game. See rule 702.49, “Epic.” Equip A keyword ability that lets a player attach an Equipment to a creature he or she controls. See rule 301, and rule 702.6, “Artifacts,” “Equip.” Equipment An artifact subtype. Equipment can be attached to creatures. See rule 301, and rule 702.6, “Artifacts,” “Equip.” Evasion Ability An ability that restricts what creatures can block an attacking creature. See rules 509.1b–c. Event Anything that happens in a game. See rule 700.1.
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.” End the Turn To “end the turn” as the result of an effect is to perform an expedited process that skips nearly everything else that would happen that turn. See rule 713, “Ending the Turn.” Ending Phase Part of the turn. This phase is the fifth and final phase of the turn. See rule 512, “Ending Phase.” Enters the Battlefield A nontoken permanent “enters the battlefield” when it’s moved onto the battlefield from another zone. A token “enters the battlefield” when it’s created. See rules 403.3, 603.6a, 603.6e, and 614.12. Entwine A keyword ability that lets a player choose all modes for a spell rather than just one. See rule 702.41, “Entwine.” Epic A keyword ability that lets a player copy a spell at the beginning of each of his or her upkeeps at the expense of casting any other spells for the rest of the game. See rule 702.49, “Epic.” Equip A keyword ability that lets a player attach an Equipment to a creature he or she controls. See rule 301, “Artifacts,” and rule 702.6, “Equip.” Equipment An artifact subtype. Equipment can be attached to creatures. See rule 301, “Artifacts,” and rule 702.6, “Equip.” Evasion Ability An ability that restricts what creatures can block an attacking creature. See rules 509.1b–c. Event Anything that happens in a game. See rule 700.1.