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Leader's Talent

Magic: The GatheringTeenage Mutant Ninja Turtles#13

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Magic: The Gathering

Mana cost

Teenage Mutant Ninja TurtlesTMT · #13
Card type
Enchantment — Class
Rarity
Rare
Indicative price
0.41 € · ★ 0.60 € · 0.41 $ · ★ 0.76 $
Mana value
2
Colour
White

Card text

(Gain the next level as a sorcery to add its ability.) Whenever you attack, put a +1/+1 counter on target attacking creature. : Level 2 Whenever a creature you control leaves the battlefield, if it had a counter on it, you gain 2 life. : Level 3 Whenever you cast a spell, put a +1/+1 counter on each creature you control.

Format legality

  • AlchemyLegal
  • BrawlLegal
  • CommanderLegal
  • DuelLegal
  • FutureLegal
  • GladiatorLegal
  • HistoricLegal
  • LegacyLegal
  • ModernLegal
  • OathbreakerLegal
  • PennyLegal
  • PioneerLegal
  • StandardLegal
  • StandardbrawlLegal
  • 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
Manuel Castañón
Card language
English
Release date
2026-03-06

Rulings

An ability that advances a Class to a higher level is a normal activated ability. It uses the stack and can be responded to.

Class 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.

Each 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.

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

Leader'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.

There'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.

You 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.

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