Mastering the Art of Creating White Shiny Chrome Powder for Continuous Enchantment

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In the realm of enchantment magic, one particular phenomenon that has captivated the attention of sorcerers and enchanters alike is the continuous enchantment magic white shiny chrome powder. This exquisite powder possesses a unique property that makes it highly sought after in magical circles. The main characteristic of this white shiny chrome powder is its ability to create an everlasting enchantment when used in the crafting of magic artifacts. Unlike traditional enchantments, which tend to fade over time or require periodic recharging, this powder ensures a perpetual enchantment effect. The process of creating this magical powder is a closely guarded secret among a select few enchanters. It involves a complex ritual that combines rare ingredients and requires utmost precision.


Hmmm. I don't know of any card that matches that description. The
closest I can think of is Rootwater Matriarch--"Tap: Gain control of target
creature as long as that creature has any enchantments on it"--but that
ability doesn't require the Matriarch to stay tapped to maintain control.
This makes a big difference, because destroying the Matriarch wouldn't do
any good; the only thing that will stop the control effect is removing all
enchantments from the creature. (Well, causing the creature to leave play--
phasing it out, for example--will work too.) On the other hand, if it were
a tap-and-hold effect--if it were "Gain control of target creature as long
as that creature has any enchantments on it and Rootwater Matriarch remains
tapped"--then destroying the Matriarch _would_ cause the control effect to
end.
As for the other part of your question: There's no connection between
the controller of a creature and the controller of any enchantments on that
creature (with certain obvious exceptions, like Control Magic). Stealing
control of a creature will not give you control of any enchantments on the
creature, and losing control of the creature will not cause you to lose
control of any enchantments. So, even though you control the creature, the
Giant Strength will still be controlled by your opponent. But that doesn't
do your opponent much good, because he can't just decide to "turn off" the
Giant Strength's +2/+2; Giant Strength's ability is continuous--it doesn't
give the controller any choices. And, yes, the Giant Strength will still
be there; enchantments don't pop off just because the thing they're
enchanting changes controllers. (The only exception to this: If the
change in controllers means that the enchantment now has an invalid target--
if it says "Play only on a creature you control", for example--then it will
be buried, just as any enchantment with an invalid target would be.)
--
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/o/ please have a look at . Thanks! /o/
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If for some reason the enchantment _cannot_ phase out--and the only reason that could happen with the current cardset would be if Spatial Binding had been used on it--then the enchantment will indeed get buried if the thing it s enchanting phases out, since it now has an invalid target. The closest I can think of is Rootwater Matriarch-- Tap Gain control of target creature as long as that creature has any enchantments on it --but that ability doesn t require the Matriarch to stay tapped to maintain control.

Continuous enchantment magic white shiny chrome powder

It involves a complex ritual that combines rare ingredients and requires utmost precision. Only those with a deep understanding of enchantment magic and mastery over the arcane arts can successfully create this powder. When incorporated into an object, the white shiny chrome powder imparts a shimmering radiance that intensifies over time.

Enchantments - Phasing and Control

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In article <35C912. @Xnbnet.Xnb.Xca>,
Beautiful wrote:
>Q 1: If an enchantment is placed on a creature with phasing, does the
>enchantment get destroyed when it phases out?

No. There are special rules for local enchantments; they pay no
attention to the normal phasing schedule. Local enchantments always phase
out when the thing they're enchanting phases out; and they always phase in
when the thing they're enchanting phases in--and never phase in before
then.
To give an example: Let's say that I cast a Pacifism on your Shivan
Dragon. If something causes the Dragon to phase out during your turn, then
the Pacifism will automatically phase out. At the start of my next untap
phase, the Pacifism will not phase in--even though it's a phased-out card
that I controlled when it left play, and so would normally phase in at this
time--because the thing it's enchanting (the Dragon) hasn't yet phased in.
And at the start of your next untap phase, when the Dragon phases back in,
the Pacifism phases back in right along with it.
If for some reason the enchantment _cannot_ phase out--and the only
reason that could happen with the current cardset would be if Spatial Binding
had been used on it--then the enchantment will indeed get buried if the
thing it's enchanting phases out, since it now has an invalid target.
One other wrinkle that can come up because of this rule: If a local
enchantment somehow finds itself phased out without its target being phased
out along with it, then the enchantment will never phase back in--it will be
"stuck in phaseland" for the rest of the game. For example, this can happen
if I play an enchantment on a token creature, and the token creature then
phases out. The token goes to phaseland, and the enchantment goes right along
with it; but the token then immediately disappears from the game, because
tokens can't exist outside of play. So my enchantment is now in phaseland
without its target, and will be stuck there for the rest of the game.

>Q 2a and 2b: I can't remember the exact cards, but here's the
>situation. I have a creature in play that my opponent can't get rid
>of. He has a creature in play with the ability to gain control of a
>target enchanted creature. He places a Giant Strength on my creature so
>that it is enchanted, then taps his creature to steal it. As long as
>his creature remains tapped, he controls my creature. I don't have any
>untap spells, so I decide to destroy his tapped creature. First off,
>does destroying his creature return control of my creature to me?
>Secondly, if so, does my creature still have the enchantment that my
>opponent placed on it prior to stealing it?

Hmmm. I don't know of any card that matches that description. The
closest I can think of is Rootwater Matriarch--"Tap: Gain control of target
creature as long as that creature has any enchantments on it"--but that
ability doesn't require the Matriarch to stay tapped to maintain control.
This makes a big difference, because destroying the Matriarch wouldn't do
any good; the only thing that will stop the control effect is removing all
enchantments from the creature. (Well, causing the creature to leave play--
phasing it out, for example--will work too.) On the other hand, if it were
a tap-and-hold effect--if it were "Gain control of target creature as long
as that creature has any enchantments on it and Rootwater Matriarch remains
tapped"--then destroying the Matriarch _would_ cause the control effect to
end.
As for the other part of your question: There's no connection between
the controller of a creature and the controller of any enchantments on that
creature (with certain obvious exceptions, like Control Magic). Stealing
control of a creature will not give you control of any enchantments on the
creature, and losing control of the creature will not cause you to lose
control of any enchantments. So, even though you control the creature, the
Giant Strength will still be controlled by your opponent. But that doesn't
do your opponent much good, because he can't just decide to "turn off" the
Giant Strength's +2/+2; Giant Strength's ability is continuous--it doesn't
give the controller any choices. And, yes, the Giant Strength will still
be there; enchantments don't pop off just because the thing they're
enchanting changes controllers. (The only exception to this: If the
change in controllers means that the enchantment now has an invalid target--
if it says "Play only on a creature you control", for example--then it will
be buried, just as any enchantment with an invalid target would be.)
--
\o\ If you're interested in books and stories with transformation themes, \o\
/o/ please have a look at . Thanks! /o/
\o\ FC1.21:FC(W/C)p6arw A- C->++ D>++ H+ M>+ P R T++++ W** Z+ Sm RLCT \o\
/o/ a cmn++++$ d e++ f+++ h- i++wf p-- sm# /o/

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Continuous enchantment magic white shiny chrome powder

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