Leader's Talent
Tracked across real Commander games played through TurnZero HQ.
Jump to section ▾
What it does
(Gain the next level as a sorcery to add its ability.)
Whenever you attack, put a +1/+1 counter on target attacking creature.
2: Level 2
Whenever a creature you control leaves the battlefield, if it had a counter on it, you gain 2 life.
3: Level 3
Whenever you cast a spell, put a +1/+1 counter on each creature you control.
Rulings
7 official rulings, in the order Wizards published them.
- 2026-01-27
An ability that advances a Class to a higher level is a normal activated ability. It uses the stack and can be responded to.
- 2026-01-27
Class cards have multiple text box sections. Other than the top section, each section contains a class level bar that includes a cost and a level number. Each represents an activated ability with the listed cost that advances the Class to the level listed in that bar.
- 2026-01-27
Gaining a level won't remove abilities that a Class had at a previous level.
- 2026-01-27
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.
- 2026-01-27
Each Class starts at level 1 and has the abilities in the top section of its text box. Once a Class advances to level 2 or level 3, it has all of the abilities listed in the associated section of its text box as well.
- 2026-01-27
You can't activate an ability that advances a Class to a particular level if that Class is already that level or higher. For example, if a Class is already level 2, you can't activate the ability that advances it to level 2 again.
- 2026-01-27
Leader's Talent's level 3 ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack.
Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.
In the 99
Every deck whose current list includes Leader's Talent, whatever its commander.
Most played under
| Commander | Decks | Games | Win rate |
|---|---|---|---|
| Eirdu, Carrier of Dawn // Isilu, Carrier of Twilight | 1 | 1 | — |
| Jin Sakai, Ghost of Tsushima | 1 | 0 | — |
Colors it shows up in
- Orzhov 1 deck
- Esper 1 deck
Every version of Leader'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 genuinely publishes none for some of them.

Teenage Mutant Ninja Turtles
- Normal
- $0.57
- Foil
- $0.71
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Leader'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.