Creature class

From MTG Wiki
Revision as of 08:29, 15 March 2014 by >Hunterofsalvation
Jump to navigation Jump to search

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.

Class Description
Advisors Tacticians, courtiers, ministers, and others known for their wisdom.
Alchemists People who practice alchemy, a form of chemistry and speculative philosophy.
Archers Combatants who specialize in fighting with bow and arrows.
Artificers 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.