Hunter's Talent card art

Hunter's Talent

Enchantment — Class MV 2

Tracked across real Commander games played through TurnZero HQ.

What it does

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

When this Class enters, target creature you control deals damage equal to its power to target creature you don't control.

1: Level 2

Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn.

3: Level 3

At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.

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

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

  • 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

    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

    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

    If either target is illegal as the level 1 class ability resolves, no damage will be dealt. If both targets are illegal, the ability won't resolve at all.

  • 2024-07-26

    Hunter's Talent's level 3 class ability will trigger only once during your end step, no matter how many creatures you control with power 4 or greater. However, if you don't control a creature with power 4 or greater as your end step begins, the ability won't trigger at all. It's not possible to put a creature with power 4 or greater onto the battlefield or increase a creature's power to 4 or greater during the end step in time to have the ability trigger. If you don't control any creatures with power 4 or greater when the ability resolves, the ability won't do anything.

Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.

In the 99

Every deck whose current list includes Hunter's Talent, whatever its commander.

Decks running it 4
Games played 0
Win rate — Fewer than 5 completed games, which is not enough to publish a rate yet.
Confirmed on board 0 Games where a board photo caught it actually in play.

Every version of Hunter's Talent

2 printings, 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.

Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Hunter'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.