Blacksmith's Talent
Tracked across real Commander games played through TurnZero HQ.
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What it does
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a colorless Equipment artifact token named Sword with "Equipped creature gets +1/+1" and equip 2.
2: Level 2
At the beginning of combat on your turn, attach target Equipment you control to up to one target creature you control.
3: Level 3
During your turn, equipped creatures you control have double strike and haste.
Combos with Blacksmith's Talent
The lines this card is part of, what it needs alongside it, and what the cards do together. An infinite result is the one that moves a deck's bracket.
- Fear of Missing Out Sword of Hearth and Home Infinite
- Infinite self-discard triggers
- Near-infinite creature ETB
- Infinite draw triggers
- Near-infinite landfall triggers
- Near-infinite creature LTB
- Infinite rummaging
- Near-infinite combat damage
- Near-infinite combat phases
- Near-infinite untap of creatures you control
- Near-infinite mana creatures you control can produce
- Put all basic lands from your library onto the battlefield
Combo data from Commander Spellbook, the community-maintained database of Magic combos. Mirrored nightly.
Rulings
8 official rulings, in the order Wizards published them.
- 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
If either target of the Level 2 class ability is an illegal target as the ability resolves, the ability won't do anything. If both targets are illegal, the ability won't resolve. If the Equipment is already attached to the target creature, nothing happens.
- 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
Gaining a level won't remove abilities that a Class had at a previous level.
- 2024-07-26
A creature you control is equipped if there's an Equipment attached to it. You don't have to control that Equipment.
- 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
Gaining a level is a normal activated ability. It uses the stack and can be responded to.
- 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.
Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.
In the 99
Every deck whose current list includes Blacksmith's Talent, whatever its commander.
Most played under
| Commander | Decks | Games | Win rate |
|---|---|---|---|
| Lightning, Army of One | 1 | 0 | — |
Colors it shows up in
- Boros 1 deck
Every version of Blacksmith's Talent
1 printing, newest first. Prices are the market figures Scryfall publishes, refreshed nightly. A printing with no figure shows a dash rather than a zero, because Scryfall publishes none for some of them.

- Normal
- $0.33
- Foil
- $0.36
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Blacksmith's Talent. It runs a name search across every version, which covers the printings TCGplayer publishes no direct link to.
Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only. No individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.