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This page is about enchantment type. For the subset of creature types, see creature class.
Enchantment Type
(Subtype for enchantment cards)
Rules Gain the next level as a sorcery to add its ability.
14 cards
{W} 14.3% {U} 14.3% {B} 7.1% {R} 7.1% {G} 21.4% {W/U} 7.1% {U/B} 7.1% {R/G} 7.1% {U/R} 7.1% {R/W} 7.1%
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Class is an enchantment subtype introduced in Dungeons & Dragons: Adventures in the Forgotten Realms.[1][2][3][4][5]


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 to match. 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. Except for Fighter (corresponded as Warriors), Paladin (corresponded as Knights) and Sorcerer (corresponded as Shamans), 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.

Each card features the D&D symbol of the creature class in its art.


From the glossary of the Comprehensive Rules (April 29, 2022—Streets of New Capenna)

An enchantment subtype. Classes have a number of class level abilities that increase their level and grant them new abilities. See rule 717, “Class Cards.”

From the Comprehensive Rules (April 29, 2022—Streets of New Capenna)

  • 717. Class Cards
    • 717.1. 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.
    • 717.2. 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.
      • 717.2a “[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].”
      • 717.2b 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.
      • 717.2c The phrase “to gain a Class level” means “to activate an ability indicated by a class level bar”
      • 717.2d 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.
    • 717.3. 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.
    • 717.4. 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 (April 29, 2022—Streets of New Capenna)

A numerical designation a permanent may have. A Class enchantment’s level determines what other abilities it has. See rule 717, “Class Cards.”


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.