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Fighter Class

one red manaone white manaEnchantment — Class

Card text

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

When this Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.

one generic manaone red manaone white mana: Level 2

Equip abilities you activate cost two generic mana less to activate.

three generic manaone red manaone white mana: Level 3

Whenever a creature you control attacks, up to one target creature blocks it this combat if able.

Showing Adventures in the Forgotten Realms#222

Price

9.03 $

Foil 9.55 $

14 printings · up to 9.15 $

Daily estimate from Scryfall, not a shop quote.

Fighter Class rulings

  • The discount to equip abilities applies only to generic mana requirements. If you control multiple Fighter Classes that are level 2 or higher, equip abilities cost two generic mana less for each one. This can't make an ability cost less than zero mana.

  • For the last triggered ability, if the target creature is tapped or is affected by a spell or ability that says it can't block, then it doesn't block. If there's a cost associated with having that creature block, its controller isn't forced to pay that cost, so it doesn't have to block in that case either.

  • If the last triggered ability triggers more than once in the same combat, a single creature may be required to block more than one creature. As long as it doesn't have an ability that would allow that, its controller choose which attacking creature it blocks.

  • 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.

Fighter Class format legality

Constructed

  • StandardNot legal
  • PioneerLegal
  • ModernLegal
  • Future StandardNot legal

Eternal

  • LegacyLegal
  • VintageLegal
  • PauperNot legal
  • PremodernNot legal
  • Old SchoolNot legal
  • Penny DreadfulLegal

Commander

  • CommanderLegal
  • OathbreakerLegal
  • Pauper CommanderNot legal
  • Duel CommanderLegal
  • PreDHNot legal

Arena & online

  • HistoricLegal
  • TimelessLegal
  • AlchemyNot legal
  • GladiatorLegal
  • BrawlLegal
  • Standard BrawlNot legal
  • Competitive BrawlLegal

Other

  • TLRLegal

All printings of Fighter Class 14

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Card data

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