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|type=enchantment
|type=enchantment
|rules=Gain the next level as a sorcery to add its ability.
|rules=Gain the next level as a sorcery to add its ability.
|stats={{stats|W=2|U=1|B=1|R=1|G=2|RG=1|RW=1|UB=1|UR=1|WU=1}}
|stats={{stats|W=2|U=3|B=1|R=1|G=3|RG=1|RW=1|UB=1|UR=2|WU=1}}
}}
}}
'''Class''' is an [[enchantment]] [[subtype]] introduced in ''[[Dungeons & Dragons: Adventures in the Forgotten Realms]]''.<ref>{{DailyRef|feature/adventures-forgotten-realms-mechanics-2021-06-24|Adventures in the Forgotten Realms Mechanics|[[Matt Tabak]]|July 2, 2021}}</ref><ref>{{YouTubeRef|AqZQdmEnAsM|A NEW Kind of Card?!? Previewing: Classes!|channel=[[Good Morning Magic]]|date=July 2, 2021}}</ref><ref>{{DailyRef|card-preview/every-adventurer-needs-class-2021-07-02|Every Adventurer Needs a Class|[[Melissa DeTora]]|July 2, 2021}}</ref><ref name="AFR Notes">{{DailyRef|feature/adventures-forgotten-realms-release-notes-2021-07-09|''Adventures in the Forgotten Realms'' Release Notes|[[Jess Dunks]]|July 12, 2021}}</ref>
'''Class''' is an [[enchantment]] [[subtype]] introduced in ''[[Dungeons & Dragons: Adventures in the Forgotten Realms]]''.<ref>{{DailyRef|feature/adventures-forgotten-realms-mechanics-2021-06-24|Adventures in the Forgotten Realms Mechanics|[[Matt Tabak]]|July 2, 2021}}</ref><ref>{{YouTubeRef|AqZQdmEnAsM|A NEW Kind of Card?!? Previewing: Classes!|channel=[[Good Morning Magic]]|date=July 2, 2021}}</ref><ref>{{DailyRef|card-preview/every-adventurer-needs-class-2021-07-02|Every Adventurer Needs a Class|[[Melissa DeTora]]|July 2, 2021}}</ref><ref name="AFR Notes">{{DailyRef|feature/adventures-forgotten-realms-release-notes-2021-07-09|''Adventures in the Forgotten Realms'' Release Notes|[[Jess Dunks]]|July 12, 2021}}</ref><ref>{{DailyRef|making-magic/odds-ends-adventures-forgotten-realms-part-1-2021-08-02|Odds & Ends: Adventures in the Forgotten Realms, Part 1|[[Mark Rosewater]]|August 2, 2021}}</ref>  


==Description==
==Description==
Classes act as they would during a game of D&D. They are similar to the [[Level up]] mechanic, and have effects that stack as you level up.<ref name="DDesign 2">{{DailyRef|making-magic/dd-esign-part-2-2021-07-12|D&D-esign, Part 2|[[Mark Rosewater]]|July 12, 2021}}</ref>  
Classes act as they would during a game of D&D. They are similar to the [[Level up]] mechanic, and have effects that stack as you level up.<ref name="DDesign 2">{{DailyRef|making-magic/dd-esign-part-2-2021-07-12|D&D-esign, Part 2|[[Mark Rosewater]]|July 12, 2021}}</ref>  


Each Class has three abilities in sections of its [[text box]], called ''Class abilities''. The abilities are arranged vertically like [[Saga]]s and have vertical artwork to match. The first Class ability is active as long as you control the Class. The next two are [[activated ability|activated abilities]] that allow it to level up. Class abilities are activated at [[sorcery speed]], meaning during your [[main phase]] if the [[stack]] is empty. As [[mana]] is paid for the second ability, the Class will become level 2 and the first two class abilities are active. If a Class is level 2, you can activate the level 3 ability. Note that you can only activate a Class's level 3 ability if the Class is level 2.  
Each Class has three abilities in sections of its [[text box]], called ''Class abilities''. The abilities are arranged vertically like [[Saga]]s and have vertical artwork of the D&D symbol of the creature class in its art. The first Class ability is active as long as you control the Class. The next two are [[activated ability|activated abilities]] that allow it to level up. Class abilities are activated at [[sorcery speed]], meaning during your [[main phase]] if the [[stack]] is empty. As [[mana]] is paid for the second ability, the Class will become level 2 and the first two class abilities are active. If a Class is level 2, you can activate the level 3 ability. Note that you can only activate a Class's level 3 ability if the Class is level 2.  


Class abilities can be anything — [[static ability|static abilities]], activated abilities, or [[triggered ability|triggered abilities]].  
Class abilities can be anything — [[static ability|static abilities]], activated abilities, or [[triggered ability|triggered abilities]].  
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===List of Classes===
===List of Classes===
In [[Wikipedia:Dungeons and Dragons 5th edition|''Dungeons and Dragons'' 5th Edition]] there are 12 classes in the [[Wikipedia:Player's Handbook|Player's Handbook]]. Except for [https://forgottenrealms.fandom.com/wiki/Fighter Fighter] (corresponded as [[Warrior]]s), [https://forgottenrealms.fandom.com/wiki/Paladin Paladin] (corresponded as [[Knight]]s) and [https://forgottenrealms.fandom.com/wiki/Sorcerer Sorcerer] (corresponded as [[Shaman]]s), each class has a corresponding [[creature class]] in ''Magic'', though Bard and Ranger were only introduced at or near the release of ''[[Dungeons & Dragons: Adventures in the Forgotten Realms]]''.
In [[Wikipedia:Dungeons and Dragons 5th edition|''Dungeons and Dragons'' 5th Edition]] there are 12 classes in the [[Wikipedia:Player's Handbook|Player's Handbook]]. Seven of these classes match a pre-existing [[creature class]] in ''Magic'', three have class analogues ([https://forgottenrealms.fandom.com/wiki/Fighter Fighter] instead of [[Warrior]], [https://forgottenrealms.fandom.com/wiki/Paladin Paladin] instead of [[Knight]], and [https://forgottenrealms.fandom.com/wiki/Sorcerer Sorcerer] instead of [[Shaman]]), and two classes of Bard and Ranger being introduced and errata'ed in at the release of ''[[Dungeons & Dragons: Adventures in the Forgotten Realms]]''. ''[[Commander Legends: Battle for Baldur's Gate]]'' provided <c>Artificer Class</c>, which was a new class previously added to the D&D 5th Edition rules.


{{columns-list|colwidth=15em|
{{columns-list|colwidth=15em|
*<c>Artificer Class</c> ({{U}}, [[Artificer]])
*<c>Bard Class</c> ({{R/G}}, [[Bard]])
*<c>Bard Class</c> ({{R/G}}, [[Bard]])
*<c>Barbarian Class</c> ({{R}}, [[Barbarian]])
*<c>Barbarian Class</c> ({{R}}, [[Barbarian]])
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}}
}}


Each card features the D&D symbol of the creature class in its art.
 
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Latest revision as of 11:44, 30 May 2023

This page is about enchantment type. For the subset of creature types, see creature class.
Class
Enchantment Type
(Subtype for enchantment cards)
Rules Gain the next level as a sorcery to add its ability.
Statistics
16 cards
{W} 12.5% {U} 18.8% {B} 6.3% {R} 6.3% {G} 18.8% {W/U} 6.3% {U/B} 6.3% {R/G} 6.3% {U/R} 12.5% {R/W} 6.3%
Scryfall Search
type:"Class"

Class is an enchantment subtype introduced in Dungeons & Dragons: Adventures in the Forgotten Realms.[1][2][3][4][5]

Description

Classes act as they would during a game of D&D. They are similar to the Level up mechanic, and have effects that stack as you level up.[6]

Each Class has three abilities in sections of its text box, called Class abilities. The abilities are arranged vertically like Sagas and have vertical artwork of the D&D symbol of the creature class in its art. The first Class ability is active as long as you control the Class. The next two are activated abilities that allow it to level up. Class abilities are activated at sorcery speed, meaning during your main phase if the stack is empty. As mana is paid for the second ability, the Class will become level 2 and the first two class abilities are active. If a Class is level 2, you can activate the level 3 ability. Note that you can only activate a Class's level 3 ability if the Class is level 2.

Class abilities can be anything — static abilities, activated abilities, or triggered abilities.

A Class's level isn't tracked with or represented by counters. A Class's level is just something true about the permanent.

List of Classes

In Dungeons and Dragons 5th Edition there are 12 classes in the Player's Handbook. Seven of these classes match a pre-existing creature class in Magic, three have class analogues (Fighter instead of Warrior, Paladin instead of Knight, and Sorcerer instead of Shaman), and two classes of Bard and Ranger being introduced and errata'ed in at the release of Dungeons & Dragons: Adventures in the Forgotten Realms. Commander Legends: Battle for Baldur's Gate provided Artificer Class, which was a new class previously added to the D&D 5th Edition rules.


Rules

From the glossary of the Comprehensive Rules (June 7, 2024—Modern Horizons 3)

Class
An enchantment subtype. Classes have a number of class level abilities that increase their level and grant them new abilities. See rule 716, “Class Cards.”

From the Comprehensive Rules (June 7, 2024—Modern Horizons 3)

  • 716. Class Cards
    • 716.1. Each Class card has a striated text box containing two class level bars. Its illustration is vertically oriented on the left side of the card, and its type line is along the bottom of the card.
    • 716.2. A class level bar is a keyword ability that represents both an activated ability and a static ability. A class level bar includes the activation cost of its activated ability and a level number. Any abilities printed within the same text box section as the class level bar are part of its static ability.
      • 716.2a “[Cost]: Level N — [Abilities]” means “[Cost]: This Class’s level becomes N. Activate only if this Class is level N-1 and only as a sorcery” and “As long as this Class is level N or greater, it has [abilities].”
      • 716.2b A level is a designation that any permanent can have. A Class retains its level even if it stops being a Class. Levels are not a copiable characteristic.
      • 716.2c The phrase “to gain a Class level” means “to activate an ability indicated by a class level bar”
      • 716.2d If a rule or effect refers to a permanent’s level and that permanent doesn’t have a level, it is treated as though its level is 1.
    • 716.3. Any ability printed on a Class card that isn’t preceded by a class level bar is treated normally. In particular, the Class has the ability printed in its top text box section at all times. That ability may affect the game if it’s a static ability, it may trigger if it’s a triggered ability, and it can be activated if it’s an activated ability.
    • 716.4. Some older creature cards, called leveler cards, have level up abilities that add level counters to them. These are not the same as class level abilities. Level counters do not interact with Class cards, and class levels do not interact with leveler cards. See rule 702.87, “Level Up,” and rule 711, “Leveler Cards.”

From the glossary of the Comprehensive Rules (June 7, 2024—Modern Horizons 3)

Level
A numerical designation a permanent may have. A Class enchantment’s level determines what other abilities it has. See rule 716, “Class Cards.”

Rulings

The Rogue Class card
  • Each 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.
  • Each 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.
  • Gaining a level won't remove abilities that a Class had at a previous level.
  • Gaining a level is a normal activated ability. It uses the stack and can be responded to.
  • You 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.
  • You can multiclass or even control multiple Class enchantments of the same class. Each Class permanent tracks its own level separately.
  • Some 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.
  • The levels on Class cards don't interact with level counters of leveler cards or with the level up ability.

References