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Alchemist's Talent
( 4)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When Alchemist's Talent enters, create two tapped Treasure tokens. : Level 2 //Level_2// Treasures you control have ", Sacrifice this artifact: Add two mana of any one color." : Level 3 //Level_3// Whenever you cast a spell, if mana from a Treasure was spent to cast it, this Class deals damage equal to that spell's mana value to each opponent.
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Artificer Class
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) The first artifact spell you cast each turn costs less to cast. : Level 2 //Level_2// When this Class becomes level 2, reveal cards from the top of your library until you reveal an artifact card. Put that card into your hand and the rest on the bottom of your library in a random order. : Level 3 //Level_3// At the beginning of your end step, create a token that's a copy of target artifact you control.
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Artist's Talent
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) Whenever you cast a noncreature spell, you may discard a card. If you do, draw a card. : Level 2 //Level_2// Noncreature spells you cast cost less to cast. : Level 3 //Level_3// If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
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Bandit's Talent
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When Bandit's Talent enters, each opponent discards two cards unless they discard a nonland card. : Level 2 //Level_2// At the beginning of each opponent's upkeep, if that player has one or fewer cards in hand, they lose 2 life. : Level 3 //Level_3// At the beginning of your draw step, draw an additional card for each opponent who has one or fewer cards in hand.
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Barbarian Class
( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll. : Level 2 //Level_2// Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn. : Level 3 //Level_3// Creatures you control have haste.
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Bard Class
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) Legendary creatures you control enter with an additional +1/+1 counter on them. : Level 2 //Level_2// Legendary spells you cast cost less to cast. This effect reduces only the amount of colored mana you pay. : Level 3 //Level_3// Whenever you cast a legendary spell, exile the top two cards of your library. You may play them this turn.
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Blacksmith's Talent
( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When Blacksmith's Talent enters, create a colorless Equipment artifact token named Sword with "Equipped creature gets +1/+1" and equip . : Level 2 //Level_2// At the beginning of combat on your turn, attach target Equipment you control to up to one target creature you control. : Level 3 //Level_3// During your turn, equipped creatures you control have double strike and haste.
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Builder's Talent
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When Builder's Talent enters, create a 0/4 white Wall creature token with defender. : Level 2 //Level_2// Whenever one or more noncreature, nonland permanents you control enter, put a +1/+1 counter on target creature you control. : Level 3 //Level_3// When this Class becomes level 3, return target noncreature, nonland permanent card from your graveyard to the battlefield.
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Caretaker's Talent
( 3)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn. : Level 2 //Level_2// When this Class becomes level 2, create a token that's a copy of target token you control. : Level 3 //Level_3// Creature tokens you control get +2/+2.
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Cleric Class
( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) If you would gain life, you gain that much life plus 1 instead. : Level 2 //Level_2// Whenever you gain life, put a +1/+1 counter on target creature you control. : Level 3 //Level_3// When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
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Druid Class
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) Landfall — Whenever a land you control enters, you gain 1 life. : Level 2 //Level_2// You may play an additional land on each of your turns. : Level 3 //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.
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Fighter Class
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When Fighter Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. : Level 2 //Level_2// Equip abilities you activate cost less to activate. : Level 3 //Level_3// Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
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Fisher's Talent
( 4)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) At the beginning of your upkeep, look at the top card of your library. You may reveal it if it's a land card. Create a 1/1 blue Fish creature token if you revealed it this way. Then draw a card. : Level 2 //Level_2// If you would create a Fish token, create a 3/3 blue Shark creature token instead. : Level 3 //Level_3// If you would create a Shark token, create an 8/8 blue Octopus creature token instead.
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Fortune Teller's Talent
( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) You may look at the top card of your library any time. : Level 2 //Level_2// As long as you've cast a spell this turn, you may play cards from the top of your library. : Level 3 //Level_3// Spells you cast from anywhere other than your hand cost less to cast.
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Gossip's Talent
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) Whenever a creature you control enters, surveil 1. : Level 2 //Level_2// Whenever you attack, target attacking creature with power 3 or less can't be blocked this turn. : Level 3 //Level_3// Whenever a creature you control deals combat damage to a player, you may exile it, then return it to the battlefield under its owner's control.
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Gourmand's Talent
( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) During your turn, artifacts you control are Foods in addition to their other types and have ", , Sacrifice this artifact: You gain 3 life." : Level 2 //Level_2// Whenever you gain life for the first time each turn, create a 3/3 green Raccoon creature token. : Level 3 //Level_3// Whenever you gain life for the first time each turn, put a +1/+1 counter on each creature you control.
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Hunter's Talent
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When Hunter's Talent enters, target creature you control deals damage equal to its power to target creature you don't control. : Level 2 //Level_2// Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn. : Level 3 //Level_3// At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
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Innkeeper's Talent
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. : Level 2 //Level_2// Permanents you control with counters on them have ward . : Level 3 //Level_3// If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
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Monk Class
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) The second spell you cast each turn costs less to cast. : Level 2 //Level_2// When this Class becomes level 2, return up to one target nonland permanent to its owner's hand. : Level 3 //Level_3// At the beginning of your upkeep, exile the top card of your library. For as long as it remains exiled, it has "You may cast this card from exile as long as you've cast another spell this turn."
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Paladin Class
( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) Spells your opponents cast during your turn cost more to cast. : Level 2 //Level_2// Creatures you control get +1/+1. : Level 3 //Level_3// Whenever you attack, until end of turn, target attacking creature gets +1/+1 for each other attacking creature and gains double strike.
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Ranger Class
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When Ranger Class enters, create a 2/2 green Wolf creature token. : Level 2 //Level_2// Whenever you attack, put a +1/+1 counter on target attacking creature. : Level 3 //Level_3// You may look at the top card of your library any time. You may cast creature spells from the top of your library.
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Rogue Class
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) Whenever a creature you control deals combat damage to a player, exile the top card of that player's library face down. You may look at it for as long as it remains exiled. : Level 2 //Level_2// Creatures you control have menace. : Level 3 //Level_3// You may play cards exiled with Rogue Class, and you may spend mana as though it were mana of any color to cast those spells.
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Scavenger's Talent
( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) Whenever one or more creatures you control die, create a Food token. This ability triggers only once each turn. : Level 2 //Level_2// Whenever you sacrifice a permanent, target player mills two cards. : Level 3 //Level_3// At the beginning of your end step, you may sacrifice three other nonland permanents. If you do, return a creature card from your graveyard to the battlefield with a finality counter on it.
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Sorcerer Class
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When Sorcerer Class enters, draw two cards, then discard two cards. : Level 2 //Level_2// Creatures you control have ": Add or . Spend this mana only to cast an instant or sorcery spell or to gain a Class level." : Level 3 //Level_3// Whenever you cast an instant or sorcery spell, that spell deals damage to each opponent equal to the number of instant and sorcery spells you've cast this turn.
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Stormchaser's Talent
( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When Stormchaser's Talent enters, create a 1/1 blue and red Otter creature token with prowess. : Level 2 //Level_2// When this Class becomes level 2, return target instant or sorcery card from your graveyard to your hand. : Level 3 //Level_3// Whenever you cast an instant or sorcery spell, create a 1/1 blue and red Otter creature token with prowess.
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Warlock Class
( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) At the beginning of your end step, if a creature died this turn, each opponent loses 1 life. : Level 2 //Level_2// When this Class becomes level 2, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard. : Level 3 //Level_3// At the beginning of your end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)
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Wizard Class
( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) You have no maximum hand size. : Level 2 //Level_2// When this Class becomes level 2, draw two cards. : Level 3 //Level_3// Whenever you draw a card, put a +1/+1 counter on target creature you control.
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