Creature class

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Revision as of 08:16, 15 March 2014 by >Hunterofsalvation
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In Magic, Class is a subset of the characteristic "Creature type". 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 function, occupation, career or calling in life.

  • Advisors are tacticians, courtiers, ministers, and others known for their wisdom.
  • Alchemists are people who practice alchemy, a form of chemistry and speculative philosophy.
  • Archers are combatants who specialize in fighting with bow and arrows.
  • Artificers are those who specialize in working with artifacts.
  • Assassins specialize in one thing: killing.
  • Barbarians are unorganized fighters, usually from primitive and/or uncivilized cultures.
  • Berserkers are combatants who enter a frenzy in battle, gaining great speed and battle prowess.
  • Bodyguards are employed to guard an individual, often a high official or VIP, from bodily harm.
  • Clerics are spellcasters who channel the power of their faith in a cause or higher being into potent magic.
  • Cowards are people who lack courage in facing danger, difficulty, opposition, pain, etc.
  • Druids are masters of magic powered by faith, and strongly tied to plants, animals, fertility, the element of earth, and the land about them.
  • Flagbearers are soldiers or civilians who bear a standard or flag, which is used as a formal, visual symbol of a military unit on the battlefield.
  • Guardians are creatures which guard, protect, or preserve.
  • Heroes are characters who, in the face of danger, display courage and the will for self sacrifice for some greater good.
  • 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.
  • Lord is a defunct creature type for creatures with an occupation of high class or power within a structure or organization.
  • Mercenaries are individuals who sell their services in combat for money.
  • Minions are those who work the will of overtly evil forces or organizations.
  • Monks are individuals who have devoted their lives to quiet introspection and meditation, though many monks are skilled at magic, martial arts, or both.
  • 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.
  • Ninjas are masters of both stealth and armed combat who may find employment as spies, warriors, mercenaries and assassins.
  • Nomads come from uncivilized tribes who wander open spaces in closely-knit groups.
  • Pirates are motley fighters and scoundrels who sail the sea and skies to loot and plunder the unexpected.
  • Rebels are individuals who fight against oppression or just to survive.
  • Riggers are creatures that specialize in the lifting and moving of extremely large or heavy objects.
  • Rogues are those who live by their wits, using stealth and cunning to make their way in life.
  • Samurai are warriors who have sworn their service and their lives to a single authority figure, usually a feudal lord.
  • Scouts are individuals who are adept at getting along in the wild, often sharing the benefits of their prowess with others.
  • Shamans are protectors and spiritual leaders among the more primitive races. Their magic comes from rituals, lore, and years of practice.
  • 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.
  • Spellshapers are amongst the most narrowly focused spellcasters. They devote themselves to perfecting a single spell or selection of spells.
  • Townsfolk is a defunct creature type for humans without a specific occupation.
  • Warriors are combatants who fight alone or in loose hordes.
  • Wizards are masters of channeling mana into powerful spells.