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Rules guide · Enchantment

An-Zerrin RuinsHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Masters Edition II· September 22, 2008
Carte Magic An-Zerrin Ruins

An-Zerrin Ruins is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

As this enchantment enters, choose a creature type. Creatures of the chosen type don't untap during their controllers' untap steps.

Complete guide

An-Zerrin Ruins is a classic red enchantment that serves as a powerful silver bullet against tribal strategies. By choosing a specific creature type, you can effectively lock down an entire army, preventing them from regaining their strength each turn. This card is a must-have for players looking to stall aggressive decks that rely on a single, unified lineage.

What it Does

An-Zerrin Ruins is a static effect enchantment that requires you to choose a creature type as it enters the battlefield. It does not target any specific creatures; instead, it creates a persistent rule change that affects all creatures of the chosen type. While it doesn't tap creatures itself, it ensures that any creature of the chosen type that is currently tapped will remain so during its controller's untap step.

How it Resolves Step by Step

First, as An-Zerrin Ruins enters the battlefield, you choose a creature type like 'Goblin' or 'Warrior'. This choice is made as part of the resolution, so your opponents cannot react to the choice itself once the spell starts resolving. Second, the game checks for creatures with that type during every player's untap step. Third, if a creature matches that type, the game bypasses the untap action for that specific permanent. This persists as long as the enchantment remains on the battlefield.

Common Mistakes

A frequent error is assuming that An-Zerrin Ruins stops all forms of untapping. It only prevents creatures from untapping specifically during the 'untap step' of their controller. Effects that untap creatures through spells or abilities will still work normally. Additionally, remember that you must choose an existing creature type; you cannot choose 'Artifact' or 'Land' unless they are also creature types.

When to Play It

This enchantment is most effective in a meta-game dominated by 'Kindred' (formerly tribal) decks. If your opponent is running a deck built around Shared Animosity, they likely have many creatures of the same type. Playing An-Zerrin Ruins after they have declared an all-out attack ensures their creatures remain tapped and vulnerable, effectively removing their ability to block or attack on subsequent turns.

Interaction examples

Halting Shared Animosity

If your opponent controls Shared Animosity and attacks with five Goblins, those Goblins will trigger the animosity to become massive. However, if you have An-Zerrin Ruins on the battlefield with 'Goblin' chosen, all five of those Goblins will fail to untap during your opponent's next untap step, leaving them wide open for a counter-attack.

Bypassing the Lock with Aggravated Assault

Even if An-Zerrin Ruins is naming a creature type you control, you can use Aggravated Assault to circumvent the restriction. Since Aggravated Assault untaps your creatures as part of an activated ability rather than during the untap step, your creatures will still untap and be ready for an additional combat phase.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : An-Zerrin Ruins

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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