Leader's Talent
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Leader's Talent {1}{W}

Enchantment — Class · Rare · Teenage Mutant Ninja Turtles · #13

(Gain the next level as a sorcery to add its ability.)

Whenever you attack, put a +1/+1 counter on target attacking creature.

{2}{W}: Level 2

Whenever a creature you control leaves the battlefield, if it had a counter on it, you gain 2 life.

{3}{W}: Level 3

Whenever you cast a spell, put a +1/+1 counter on each creature you control.

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SetNumberRarityCard KingdomFoil
Teenage Mutant Ninja Turtles13Rare$0.99$0.99
7 rulings from Wizards of the Coast
  1. 27 January 2026An ability that advances a Class to a higher level is a normal activated ability. It uses the stack and can be responded to.
  2. 27 January 2026Class 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.
  3. 27 January 2026Gaining a level won't remove abilities that a Class had at a previous level.
  4. 27 January 2026There'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.
  5. 27 January 2026Each 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.
  6. 27 January 2026You 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.
  7. 27 January 2026Leader'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.