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Enchantment — Class · TMT #13 · rare
Leader's Talent
$0.71

versions · 1 printings
format pulse
- standard legal
- pioneer legal
- modern legal
- legacy legal
- vintage legal
- commander legal
- pauper not legal
EDHREC #10906
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runs well with
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every printing — same card, different shelf price · click one to view it
(Gain the next level as a sorcery to add its ability.)
Whenever you attack, put a +1/+1 counter on target attacking creature.
{2}{W}: Level 2
Whenever a creature you control leaves the battlefield, if it had a counter on it, you gain 2 life.
{3}{W}: Level 3
Whenever you cast a spell, put a +1/+1 counter on each creature you control.
rulings
- 2026-01-27An ability that advances a Class to a higher level is a normal activated ability. It uses the stack and can be responded to.
- 2026-01-27Class cards have multiple text box sections. Other than the top section, each section contains a class level bar that includes a cost and a level number. Each represents an activated ability with the listed cost that advances the Class to the level listed in that bar.
- 2026-01-27Gaining a level won't remove abilities that a Class had at a previous level.
- 2026-01-27There's no restriction on how many Class permanents you can control, whether they're the same or different classes. Each Class permanent tracks its own level separately.
- 2026-01-27Each Class starts at level 1 and has the abilities in the top section of its text box. Once a Class advances to level 2 or level 3, it has all of the abilities listed in the associated section of its text box as well.
- 2026-01-27You can't activate an ability that advances a Class to a particular level if that Class is already that level or higher. For example, if a Class is already level 2, you can't activate the ability that advances it to level 2 again.
- 2026-01-27Leader's Talent's level 3 ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack.