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Enchantment — Class · PLST #AFR-81 · uncommon
Wizard Class
$2.64

versions · 3 printings
format pulse
- standard not legal
- pioneer legal
- modern legal
- legacy legal
- vintage legal
- commander legal
- pauper not legal
EDHREC #634
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runs well with
all versions
every printing — same card, different shelf price · click one to view it
(Gain the next level as a sorcery to add its ability.)
You have no maximum hand size.
{2}{U}: Level 2
When this Class becomes level 2, draw two cards.
{4}{U}: Level 3
Whenever you draw a card, put a +1/+1 counter on target creature you control.
rulings
- 2021-07-23Each Class starts with only the first of three class abilities. As the first level ability resolves, the Class becomes level 2 and gains the second class ability. As the second level ability resolves, the Class becomes level 3 and gains the third class ability.
- 2021-07-23You can't activate the first level ability of a Class unless that Class is level 1. Similarly, you can't activate the second level ability of a Class unless that Class is level 2.
- 2021-07-23Some Class cards have an effect that increases when more are under your control. For example, if you have multiple Barbarian Class cards, you roll that many additional dice and ignore that many of the lowest rolls.
- 2021-07-23You can multiclass or even control multiple Class enchantments of the same class. Each Class permanent tracks its own level separately.
- 2021-07-23Gaining a level is a normal activated ability. It uses the stack and can be responded to.
- 2021-07-23Gaining a level won't remove abilities that a Class had at a previous level.
- 2021-07-23Each Class has five abilities. The three in the major sections of its text box are class abilities. Class abilities can be static, activated, or triggered abilities. The other two are level abilities, one activated ability to advance the Class to level 2 and another to advance the Class to level 3.