Alchemist's Talent (Bloomburrow Commander #22)

Alchemist's Talent {3}{R}

Enchantment — Class

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

When Alchemist’s Talent enters, create two tapped Treasure tokens.

{1}{R}: Level 2

Treasures you control have “{T}, Sacrifice this artifact: Add two mana of any one color.”

{4}{R}: 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.

Illustrated by Milivoj Ćeran

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Alchemist's Talent:
  • If a spell has {X} in its mana cost, use the value chosen for X to determine that spell's mana value. (2024-07-26)
  • 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. (2024-07-26)
  • Each Class starts with only the first of its 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. (2024-07-26)
  • Gaining a level won't remove abilities that a Class had at a previous level. (2024-07-26)
  • Gaining a level is a normal activated ability. It uses the stack and can be responded to. (2024-07-26)
  • 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. (2024-07-26)
  • 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. (2024-07-26)