Pacifism 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 creature Enchanted creature can't attack or block.
Complete guide
Pacifism is a classic White enchantment that has been a staple of Magic: The Gathering since the early days. It provides a simple yet effective way to neutralize a major threat on the battlefield without actually removing it from play. By preventing a creature from engaging in combat, you can stall your opponent's strategy while you build your own board presence.
What It Does
Pacifism is an Aura with the 'Enchant creature' keyword. Once it is attached to a creature, that creature is forbidden from being declared as an attacker or a blocker. It is important to note that the creature remains on the battlefield, and its other abilities—such as activated or passive effects—still function normally.
How It Resolves Step by Step
When you cast Pacifism, you must choose a target creature to enchant. If the spell resolves, Pacifism enters the battlefield and becomes attached to that creature. From that moment on, the creature cannot attack or block. If the creature was already attacking or blocking when Pacifism was somehow attached at instant speed, it does not remove the creature from combat; however, standard casting at sorcery speed ensures the creature cannot be declared for combat in subsequent turns.
Common Mistakes
A frequent misconception is that Pacifism strips a creature of all its power. It does not stop a creature from using activated abilities (like tapping for mana) or triggered abilities. Additionally, if a creature is already attacking, putting Pacifism on it will not stop that specific attack; it only prevents the creature from being *declared* as an attacker in the future.
When to Play It
Pacifism is best used on high-power threats or creatures with dangerous combat-related triggers, such as Lifelink or Trample. Since it costs only two mana, it is an efficient way to handle expensive boss monsters. It is particularly effective in defensive decks that need time to set up their win conditions.
Interaction examples
You cast Pacifism targeting your opponent's largest creature. Once it resolves, that creature can no longer be declared as an attacker during their turn, nor can it block your creatures during your turn. This effectively removes the creature's combat presence for a low mana investment.
If you have Ghostly Prison on the battlefield, your opponent must pay two mana to attack you with a creature. By placing Pacifism on their best creature, you ensure that even if they have the mana to pay for Ghostly Prison, that specific creature is legally unable to be declared as an attacker at all.
With Authority of the Consuls, your opponent's creatures enter the battlefield tapped, preventing them from blocking immediately. If you then enchant one of those creatures with Pacifism, it will be unable to attack on their next turn or block on yours, even after it untaps, providing long-term control over their board.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Pacifism
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Legal formats
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with Pacifism
No archived Top 8 deck with this card yet.



Ghostly Prison
Authority of the Consuls