Creature class

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Most humanoid creatures have at least two creature types: race and class. Whereas race (such as human, elf, or goblin) is a matter of genetics, a creature's class (such as soldier, wizard, or rogue) represents their career or calling in life.

Advisors

Advisors are tacticians, courtiers, ministers, and others known for their wisdom. Advisors often serve roles in government, where they can obtain significant personal power by manipulating those above and below them. Advisors span all five colors, though a majority are white.

Notable Advisors

Archers

Archers are combatants who specialize in fighting with bow and arrows. In-game, archers often have the reach ability, abilities that allow them to deal damage directly to creatures and/or players, or both. They often make good defense against creatures with flying. Archers are centered in white and green.

For much of the game's history, "archer" was not a supported creature type, and many preexisting archers were changed to soldiers. Later, the archer type was reinstated, and some archers that had been changed to soldiers now bear both creature types.

Archer Organizations

Notable Archers

Artificers

Artificers are those who specialize in working with artifacts. Some artificers are merely mundane tinkerers, while others possess magical skill at their craft. All artificers have artifact-related abilities. Goblins, with their love of mindless tinkering, produce numerous artificers.

Notable Artificers

Assassins

Assassins specialize in one thing: killing. Assassins are amoral in the extreme, ending the lives of others for money or the thrill of killing. Assassins often have abilities that let them directly destroy other creatures. The majority of assassins are black.

Assassin Organizations

Notable Assassins

Barbarians

Barbarians are unorganized fighters, usually from primitive and/or uncivilized cultures. Many barbarians charge into battle in a state of madness, an ability that is reflected on several barbarian cards by abilities that require the player to discard. Many barbarians have first strike and/or haste, representing their ferocity. Barbarians are centered in red.

The barbarian creature type has been by and large supplanted by the warrior and berserker types, but some new barbarians continue to be printed.

Barbarian Organizations / Locations

Notable Barbarians

Berserkers

Berserkers are combatants who enter a frenzy in battle, gaining great speed and battle prowess. Common abilities for berserkers are haste, rampage, and bloodthirst. Most berserkers are red or green.

Berserker Organizations / Locations

Notable Berserkers

Clerics

Clerics are spellcasters who channel the power of their faith in a cause or higher being into potent magic. Most clerics are part of a formal church, cult, or other religious institution and wield either white or black mana. White-aligned clerics specialize in healing and protection, while black-aligned clerics spread fear and pestilence and often share a bond with the undead.

Clerical Organizations / Locations

Notable Clerics

Druids

Druids, like clerics, are masters of magic powered by faith, often backed up with prowess in combat. Druids are strongly tied to plants, animals, fertility, the element of earth, and the land about them. They often congregate in groups away from civilization. The vast majority of druids wield green mana, but some channel white or black mana as well. Green-aligned races such as elves, centaurs, and nantuko produce many druids.

Enchantressess or enchanters are a particular kind of druid specializing in shaping enchantments.

Druidic Organizations / Locations

Notable Druids

Knights

Knights are highly-trained combatants who are usually part of a formal army or cavalry, usually specializing in fighting on horseback with a sword or lance. Most knights, especially those aligned with white or black, are pledged to a single lord or order, though many black and most red knights are devoted only to themselves. Abilities associated with knights are first strike, double strike, flanking, and protection; a few knights ride steeds with flying as well.

Some knights, called paladins, channel mana in a way similar to clerics. Paladin was originally a separate creature type from knight, but the two were later combined under the latter.

Knightly Organizations

Notable Knights

Lords

Lord is a defunct creature type for creatures with a occupation of high class or power within a structure or organization. It was dropped due to inconsistency between card names and the use of this type, gender issues (Lady being the correct female form), and so it would not be confused with the so-called "lord" abilities of creatures who grant effects to other creatures according to their creature types, colors, or other attributes.

Most lords have since had their class changed to something more appropriate. For instance, Lovisa Coldeyes was changed from a Human Lord to a Human Barbarian.

Mercenaries

Mercenaries are individuals who sell their services in combat for money. Mercenaries have a reputation for being thuggish brutes or dangerously untrustworthy cads, though some are honorable. Like rebels, many mercenaries have the ability to "recruit" by allowing a player to search his or her library and put a mercenary card from it directly into play; due to their generally unsavory and untrustworthy natures, though, they can only recruit creatures weaker (that is, with a lower casting cost) than they are. Most mercenaries are black or red.

Mercenaries appeared primarily in the Masques block, though some have been printed before and since.

Mercenary Organizations

Notable Mercenaries

Minions

Minions are those who work the will of overtly evil forces or organizations. Minions are black-hearted individuals who knowingly bring harm upon others through subterfuge or open malice.

Minion Organizations

Notable Minions

Monks

Monks are individuals who have devoted their lives to quiet introspection and meditation, though many monks are skilled at magic, martial arts, or both. Some monks live their lives in solitude, while others come together in monasteries. Some monks are devoted to a specific faith, while others seek enlightenment away from religion. Most monks are white or green.

The monk creature type is a relatively late addition to the game. Originally, creatures with the word "monk" in their names bore the cleric type, but monk became its own creature type with the release of the Kamigawa block, and monks printed before that now have both types.

Monastic Organizations

Notable Monks

Mystics

Mystics, like clerics, are adept at channeling mana with their faith, but instead of devoting themselves to a religion they learn magic through careful meditation. Mystics often have a special connection with the spirits of the deceased, granting them powers such as flight. Most mystics are white and have threshold, and most appeared in the Odyssey block.

Mystic Locations / Organizations

Ninja

Ninja are masters of both stealth and armed combat who may find employment as spies, warriors, mercenaries, assassins; they are famed for their versatility. Secretive in the extreme, some ninja practice magic that further enhances their abilities of infiltration. Some ninja come together in clans, though many others are solitary rogues. The ninjutsu ability is exclusive to ninja. All ninja are either blue or black, and all appeared in the Kamigawa block.

Notable Ninja

Nomads

Nomads come from uncivilized tribes who wander open spaces in closely-knit groups. Like barbarians, it is more a description of heritage than other classes. Most nomads are white or red, traveling the plains or mountains.

Nomadic Organizations / Locations

Notable Nomads

Pirates

Pirates are motley fighters and scoundrels who sail the sea and skies to loot and plunder the unexpected. Pirates are famed and feared for their unpredictability. Most pirates are blue.

Pirate Organizations / Locations

Notable Pirates

Rebels

Rebels are individuals who fight against oppression or just to survive. Rebels are motivated by their sense of duty to their cause and loyalty to each other. Some rebels are brave idealists fighting for a noble cause, while others are underhanded scoundrels working to undermine legitimate rulers. Like mercenaries, many rebels have the ability to "recruit" by allowing a player to search his or her library and put a rebel card from it directly into play; because of their infectious enthusiasm, rebels can recruit creatures more powerful (that is, with a higher casting cost) than they are. Most rebels are white or black and appeared in the Masques or Time Spiral blocks.

Rebel Organizations

Notable Rebels

Rogues

Rogues are those who live by their wits, using stealth and cunning to make their way in life. Many rogues are notoriously tricky and amoral, as their clever minds and silver tongues give them an advantage over most others; a good rogue can steal the clothes right off an unwitting target's back. Many rogues are skilled with daggers, rapiers, and other light weapons. The prowl ability is associated exclusively with rogues. Most rogues are blue or black, though rogues span all five colors.

Notable Rogues

Samurai

Samurai are warriors who have sworn their service and their lives to a single authority figure, usually a feudal lord. Most samurai are noble and serve their duty unflinchingly. Samurai are often equipped with a longsword called a katana and a shortsword called a wakizashi; in many lands where samurai are found, they are the only citizens allowed to carry more than one weapon. The bushido ability, representing their ability in combat, is exclusive to samurai. Most samurai are aligned with white.

Some samurai, due to personal dishonor or the death of their lord, become rogues called ronin; ronin may be just as honorable as other samurai or as underhanded as the darkest rogue. Ronin are usually black or red.

Samurai appear exclusively in the Kamigawa block.

Notable Samurai

Scouts

Scouts are individuals who are adept at getting along in the wild, often sharing the benefits of their prowess with others. Some scouts are part of a formal military organization and may have some skill in combat. Many scouts have abilities relating to lands, including landwalk. Scouts are spread more or less equally across all five colors save black.

Scout Organizations

Notable Scouts

Shamans

Shamans are similar to wizards in that their magic comes from rituals, lore, and years of practice, but their craft has an emotional and spiritual component reminiscent of druids. Shamans are common among the more primitive red, green, and black-aligned races, including elves, goblins, and treefolk, whom they serve as protectors and spiritual leaders.

Shaman Organizations

Notable Shamans

Soldiers

Soldiers are trained combatants who are part of a formal army. They are tough and disciplined, adept at fighting in concert and overwhelming the enemy. Many soldiers have first strike or other combat-oriented abilities. Most soldiers are white, though a large minority are blue or red, and a few green and black soldiers have been printed as well.

Soldier Organizations / Locations

Notable Soldiers

Spellshapers

Main article: Spellshaper

Spellshapers are amongst the most narrowly focused spellcasters. They devote themselves to perfecting a single spell or selection of spells, relying on their mastery of their focus to make up for their lack of versatility. In all other respects they are similar to wizards, clerics, druids, and other spellcasters.

Each spellshaper has one or more activated abilities that requires its owner to pay a certain amount of mana and discard one or more cards in exchange for an effect that often mimics a well-known instant or sorcery. For instance, Bog Witch produces an effect identical to Dark Ritual.

Notable Spellshapers

Townsfolk

Townsfolk is a defunct creature type for humans with no specific occupation. Most townsfolk have since had their class changed to something more appropriate (for instance, Anarchist was once a townsfolk but is now a wizard), or are now simply humans without a class (such as Treasure Hunter). Two still-extant creature types that appear solely on tokens, Citizen and Serf, are similar in theme to Townsfolk.

Warriors

Warriors are combatants who fight alone or in loose hordes. Unlike soldiers, whose strength is in their numbers, a single warrior is often content to take on the world all by him- or herself. Warriors favor brute strength over cunning, sheer will over tactics. Many warriors have trample. Most warriors are black, red, or green.

Warrior Organizations

Notable Warriors

Wizards

Wizards are masters of channeling mana into powerful spells. They are ubiquitous throughout the known multiverse and are known to nearly every race. Wizards come by their powers in different ways: Some study for years on end to unlock the secrets of magic, while others are just born with the knack. Some wizards come together in huge schools or guilds to pool their resources and train neophytes. Wizards range across all five colors but are concentrated in blue, the color of knowledge, and red, the color of raw power.

Wizards often specialize in various mystic disciplines, including the following:

  • Auramancers, also called enchanters (not to be confused with the druids of the same name), are wizards who create long-lasting enchantments.
  • Biomancers are genetic biologists affiliated with the Simic Combine responsible for the mutants of Ravnica in their attempts to improve the life forms of that plane.
  • Chronarchs are mages who specialize in the manipulation of time. These specialized mages are employed by the Izzet League.
  • Cryomancers are mages specialized in manipulating cold and ice. They were particularly prominent during the Ice Age, with the most notable cryomancers being those of Rimewind Keep.
  • Dementia casters (also called dementia summoners) are members of the Cabal. These mages have have the unique ability to summon horrors from their personal "dementia space," a place populated with the caster's greatest fears and all beings he or she has killed.
  • Elementalists are wizards focusing on the art of controlling elementals or casting spells associated with them.
  • Illusionists specialize in deception, using their magical abilities to create false images to confuse opponents and trick them into dangerous situations. The greatest illusionists have the ability to bring their images to life, blurring the line between illusion and reality.
  • Lawmages (aka Advokists) are a specialized mage under the employ of the Azorius Senate and Orzhov Syndicate. They draw upon the binding power of the Guildpact to restrain criminals and then serve as lawyers once those criminals are taken to court. Azorius lawmages are typically the prosecution, while Orzhov lawmages are the defense.
  • Necromancers are mages specializing in death magic, including the creation of undead. On Ravnica, the Golgari Swarm is known for utilizing necromancers while House Dimir is suspected of doing so by those who know of its existence.
  • Pyromancers are wizards that practice the art of red mana. Pyromancers typically use red mana to fuel their spells associated with fire, flames, or other destructive bursts. The pyromancers of Jamuraa are known as embermages.
  • Taskmages are mercenary spellcasters. They do not have the devotion to studying magic that other spellcasters have, instead learning a few useful, relatively simple spells to earn money. They are typically looked down upon by more scholarly mages.

Wizardly Organizations

Notable Wizards