First printed in Teenage Mutant Ninja Turtles (2026)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
Whenever you attack, put a +1/+1 counter on target attacking creature.: Level 2
Whenever a creature you control leaves the battlefield, if it had a counter on it, you gain 2 life.: Level 3
Whenever you cast a spell, put a +1/+1 counter on each creature you control.
- Illustrated by
- Manuel Castañón
Legality
- Legal in
- Standard, Pioneer, Modern, Legacy, Vintage, Future Standard, Historic, Timeless, Alchemy, Penny Dreadful, Gladiator, Commander, Duel Commander, Tiny Leaders, Oathbreaker, Brawl, Standard Brawl, Competitive Brawl
- Not legal in
- Pauper, Premodern, Old School 93/94, Pauper Commander, PreDH
Rulings (7)
- An ability that advances a Class to a higher level is a normal activated ability. It uses the stack and can be responded to.
- Class 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.
- Gaining a level won't remove abilities that a Class had at a previous level.
- There'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.
- Each 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.
- You 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.
- Leader'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.
Prices
MTGO price: 0.04 TIX, the cheapest non-foil print (average sell price on GoatBots, 1 Nov 2026).
In Limited on MTG Arena
Win rates in Arena drafts and sealed, retrieved from 17Lands (CC BY 4.0).
| Set | GIH WR | vs set | IWD | Games |
|---|---|---|---|---|
| Teenage Mutant Ninja Turtles (TMT), Premier Draft | 56.3% | -0.5 | +1.3 | 2982 |
| Teenage Mutant Ninja Turtles (TMT), Sealed | 60.1% | +2.5 | +4.2 | 929 |
- GIH WR
- win rate of the games in which the card was in the opening hand or drawn
- vs set
- points above or below the average win rate of all decks in the set
- IWD
- improvement when drawn: GIH WR minus the win rate when the card stayed in the library
- Games
- games in which the card was seen