Innkeeper'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.)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
: Level 2
Permanents you control with counters on them have ward 1.
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.
Combos with Innkeeper's Talent
Lines this card is part of — what it needs alongside it, and what the two of them do. An infinite result is the one that moves a deck's bracket.
- Jace, Cunning Castaway Infinite
- Infinite creature ETB
- Infinite creature tokens
- Infinite copies of a specific planeswalker
- Mindless Automaton Wizard Class Infinite
- Infinite card draw
- Infinite draw triggers
- Jetfire, Ingenious Scientist // Jetfire, Air Guardian Chromatic Orrery Infinite
- Infinite card draw
- Infinite colored mana
- Infinite colorless mana
- Infinite draw triggers
- Infinite colorless mana that can't be spent to cast nonartifact spells
- Infinite colored mana that can't be spent to cast nonartifact spells
- Jetfire, Ingenious Scientist // Jetfire, Air Guardian Mycosynth Lattice Infinite
- Infinite colorless mana that can't be spent to cast nonartifact spells
- Infinite colored mana that can't be spent to cast nonartifact spells
- Aethertide Whale Nissa, Worldsoul Speaker Infinite
- Infinite creature LTB
- Infinite creature ETB
- Infinite storm count
- Resourceful Defense Crystalline Crawler Infinite
- Infinite colored mana
- Infinite +1/+1 counters on creatures you control
- Rite of Passage Walking Ballista Infinite
- Infinite damage
- Infinite +1/+1 counters on creatures you control
- Inspirit, Flagship Vessel Magistrate's Scepter Infinite
- Infinite turns
- Lock
Showing the 8 shortest and most explosive. This card appears in more than these — follow any of them through to Commander Spellbook to browse the rest.
Combo data from Commander Spellbook, the community-maintained database of Magic combos. Mirrored nightly.
Rulings
9 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 a permanent enters with counters on it, the effect causing the permanent to be given counters may specify which player puts those counters on it. If the effect doesn't specify a player, the object's controller puts those counters on it.
- 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
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
Once a ward ability of a permanent with a counter on it has triggered, causing that permanent to lose ward by removing Innkeeper's Talent or removing the counters from that permanent won't affect that ability. The appropriate player will still have to pay 1 or have their spell or ability countered.
- 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 two or more effects attempt to modify how many counters would be put onto a permanent you control, you choose the order to apply those effects, no matter who controls the sources of those effects.
- 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.
Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.
In the 99
Every deck whose current list includes Innkeeper's Talent, whatever its commander.
Most played under
| Commander | Decks | Games | Win rate |
|---|---|---|---|
| Aphelia, Viper Whisperer | 1 | 0 | — |
| Atraxa, Praetors' Voice | 1 | 0 | — |
Colors it shows up in
- Golgari 1 deck
- Four-Color (no Red) 1 deck
Every version of Innkeeper's Talent
4 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 genuinely publishes none for some of them.

Borderless
Secret Lair Promo
- Normal
- $26.21
- Foil
- $294.25

- Normal
- $9.42
- Foil
- $9.74

Promo
Bloomburrow Promos
- Normal
- $9.01
- Foil
- $10.49

Promo
Bloomburrow Promos
- Foil
- $19.69
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Innkeeper's Talent — a name search across every version, for 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.