Detainment Spell
Enchantment — Aura
Card text
Enchant creature
Enchanted creature's activated abilities can't be activated.
: Attach this Aura to target creature.
Bind the mind rather than the wrist, and you stop the intent to harm before it starts.
Showing Time Spiral#12
Price
0.25 $
Foil 3.15 $
12 printings
Daily estimate from Scryfall, not a shop quote.
Detainment Spell rulings
Detainment Spell prevents mana abilities of the enchanted creature from being activated.
Morph isn't an activated ability, so Detainment Spell doesn't prevent face-down creatures from being able to turn face up.
Responding to a creature's activated ability being activated by moving Detainment Spell onto that creature won't affect the ability that was just activated.
Detainment Spell keyword rules
Enchant Rule 702.5
Enchant is a static ability, written “Enchant [object or player].” The enchant ability restricts what an Aura spell can target and what an Aura can enchant.
For more information about Auras, see rule , “Enchantments.”
If an Aura has multiple instances of enchant, all of them apply. The Aura’s target must follow the restrictions from all the instances of enchant. The Aura can enchant only objects or players that match all of its enchant abilities.
Auras that can enchant a player can target and be attached to players. Such Auras can’t target permanents and can’t be attached to permanents.
Detainment Spell format legality
Constructed
- StandardNot legal
- PioneerNot legal
- ModernLegal
- Future StandardNot legal
Eternal
- LegacyLegal
- VintageLegal
- PauperLegal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulNot legal
Commander
- CommanderLegal
- OathbreakerLegal
- Pauper CommanderLegal
- Duel CommanderLegal
- PreDHLegal
Arena & online
- HistoricNot legal
- TimelessNot legal
- AlchemyNot legal
- GladiatorNot legal
- BrawlNot legal
- Standard BrawlNot legal
- Competitive BrawlNot legal
Other
- TLRLegal
All printings of Detainment Spell 12
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