The 1998 Uncommon enchantment Zephid's Embrace from Magic: The Gathering's Urza's Saga set. This Aura grants +2/+2, flying, and shroud to an enchanted creature.
Zephid's Embrace
1998 • Magic: The Gathering • Urza's Saga
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Description
Zephid's Embrace, card number 114, is a distinct Uncommon card from the 1998 Urza's Saga expansion in the Magic: The Gathering trading card game. Designed by Daren Bader, this card serves as a foundational piece for collectors building out the basic enchantment subsets of the block. As an Aura, it attaches to a creature, transforming its capabilities through a powerful suite of abilities that define its role in the game's mechanics. The card's primary function is to significantly boost a creature's physical stats while adding critical defensive and mobility traits. When attached, it grants the enchanted creature +2/+2, enhancing its power and toughness. Beyond raw power, Zephid's Embrace bestows flying, allowing the creature to evade ground-based blockers, and shroud, which protects it from being targeted by any spells or abilities, including those controlled by its own owner. This combination makes it a versatile tool for protecting key creatures during gameplay. Collectors of vintage Magic cards often seek out Urza's Saga staples for their historical significance in the game's development. The card's blue color identity and enchantment type line offer a specific aesthetic and mechanical niche within the set. For those interested in the strategic depth of early Magic releases, Zephid's Embrace represents a clear example of how simple enchantments could dramatically alter board states.
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Card Details
The catalog profile below summarizes the card identity, featured subject, and notable collectible traits.
Catalog Profile
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Featured Subject
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Featured
Zephid's Embrace
Game
Magic: The Gathering
TCG Attributes
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Uncommon
Daren Bader
Card Stock
English
{2}{U}{U}
Enchantment — Aura
U
Card Text
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Enchant creature Enchanted creature gets +2/+2 and has flying and shroud. (It can't be the target of spells or abilities.)
Spells will shun you, as will everyone else.











