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Druid Class

Magic: The GatheringAdventures in the Forgotten Realms#180

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Magic: The Gathering

Mana cost

Adventures in the Forgotten RealmsAFR · #180
Card type
Enchantment — Class
Rarity
Uncommon
Indicative price
1.72 € · ★ 2.81 € · 1.20 $ · ★ 2.81 $
Mana value
2
Colour
Green

Card text

(Gain the next level as a sorcery to add its ability.) Landfall — Whenever a land you control enters, you gain 1 life. : Level 2 You may play an additional land on each of your turns. : Level 3 When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.

Format legality

  • BrawlLegal
  • CommanderLegal
  • CompetitivebrawlLegal
  • DuelLegal
  • GladiatorLegal
  • HistoricLegal
  • LegacyLegal
  • ModernLegal
  • OathbreakerLegal
  • PioneerLegal
  • TimelessLegal
  • VintageLegal

Legalities follow the imported catalogue; check format rules before a tournament.
Data imported on 2026-10-06 (UTC).

Indicative Scryfall prices, updated daily. ★: foil; ★ E: etched foil. EUR and USD represent different markets.

Printing information

Illustrator
Svetlin Velinov
Card language
English
Release date
2021-07-23

Rulings

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.

For the third ability, the power and toughness of the creature will change as the number of lands you control changes.

Gaining a level is a normal activated ability. It uses the stack and can be responded to.

Gaining a level won't remove abilities that a Class had at a previous level.

If you have more than one Druid Class at level 2 or higher, you can play that many additional lands per turn. For example, with two Druid Classes at level 2, you can play three lands during your turn.

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.

You can multiclass or even control multiple Class enchantments of the same class. Each Class permanent tracks its own level separately.

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.

A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.

A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.

Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them   on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).

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