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Does Machines

Magic: The GatheringTeenage Mutant Ninja Turtles#34

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Magic: The Gathering

Mana cost

Teenage Mutant Ninja TurtlesTMT · #34
Card type
Enchantment — Class
Rarity
Rare
Indicative price
0.68 € · ★ 0.78 € · 0.36 $ · ★ 0.69 $
Mana value
2
Colour
Blue

Card text

(Gain the next level as a sorcery to add its ability.) When this Class enters, mill two cards, draw two cards, then discard two cards. : Level 2 When this Class becomes level 2, return up to two target artifact cards from your graveyard to your hand. : Level 3 At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it isn't a creature, it becomes a 0/0 Robot creature in addition to its other types.

Format legality

  • AlchemyLegal
  • BrawlLegal
  • CommanderLegal
  • DuelLegal
  • FutureLegal
  • GladiatorLegal
  • HistoricLegal
  • LegacyLegal
  • ModernLegal
  • OathbreakerLegal
  • 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
Aeron Ng
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.

Does Machines's level 3 ability doesn't remove any abilities the target artifact has.

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.

If the target artifact has station, its base power and toughness will be set to 0/0. Adding charge counters to that artifact won't restore the power and toughness printed in any of its striations.

If the target artifact is a Vehicle, its base power and toughness will be set to 0/0. Crewing that Vehicle will not restore its power and toughness.

If the target artifact is an attached Equipment, it becomes unattached. If an Equipment without reconfigure becomes an artifact creature, it can't be attached to another creature.

The artifact retains any types, subtypes, or supertypes it has.

The resulting artifact creature will be able to attack on your turn if it's been under your control continuously since the turn began. That is, it doesn't matter how long it's been a creature, just how long it's been on the battlefield.

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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