Encrust 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.
Official card text
Enchant artifact or creature Enchanted permanent doesn't untap during its controller's untap step and its activated abilities can't be activated.
Complete guide
Encrust is a blue Aura that offers a cold, crystalline solution for problematic permanents on the battlefield. By freezing both movement and utility, it ensures that your opponent's best tools remain locked away indefinitely. This enchantment is particularly effective because it targets both artifacts and creatures, providing versatile control options.
A Dual Layer of Control
Encrust acts as a two-part lock. First, it prevents the enchanted permanent from untapping during its controller's untap step. Second, it shuts down all activated abilities of that permanent. An activated ability is easily identified by the presence of a colon, typically following the format of 'Cost: Effect.' If a card has an ability that requires a cost to be paid or the permanent to be tapped, Encrust will likely prevent it.
What It Doesn't Stop
It is vital to distinguish between activated abilities and other types of effects. Static abilities, which are always 'on,' and triggered abilities, which start with 'when,' 'whenever,' or 'at,' are not affected by Encrust. Additionally, while the permanent will not untap naturally, it can still be untapped by external spells or abilities that specifically target it. The lock only applies to the controller's natural untap phase.
Timing and Strategy
You should aim to play Encrust when your opponent is tapped out or has already used their creature or artifact for the turn. Since it doesn't tap the permanent upon entering the battlefield, the target must already be tapped for the 'skip untap' portion to be immediately effective. It is an excellent choice against utility artifacts or creatures with powerful activated abilities that don't rely on attacking.
Interaction examples
If an opponent enchants your Propaganda with Encrust, its effect remains unchanged. Because Propaganda has a static ability ('Creatures can't attack you unless...'), it does not use a colon and is not an activated ability. You will still be protected from attacks regardless of the Encrust.
If you cast Encrust on an opponent's Rhystic Study, the Study will still trigger whenever you cast a spell. Triggered abilities (starting with 'Whenever') are not activated abilities. The Encrust will prevent the Study from untapping if it somehow becomes tapped, and would stop any activated abilities if it had them, but the card-draw tax remains active.
When you cast Encrust on an attacking creature that has just become tapped, that creature will not untap during its controller's next turn. Furthermore, if that creature had an ability like '{T}: Draw a card,' the player can no longer use it because Encrust explicitly forbids activated abilities from being played.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Encrust
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Activated abilities contain a colon. They’re generally written “[Cost]: [Effect].” Some keywords are activated abilities and will have colons in their reminder text.
No other card is named in this ruling.
- #2· Wizards of the Coast
Static and triggered abilities are unaffected by Encrust.
No other card is named in this ruling.
- #3· Wizards of the Coast
The permanent can be untapped by other spells and abilities.
No other card is named in this ruling.
Legal formats
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Meta decks with Encrust
No archived Top 8 deck with this card yet.



Propaganda
Rhystic Study