Sorcerer Class card art

Sorcerer Class

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, draw two cards, then discard two cards.

: Level 2

Creatures you control have "T: Add or . Spend this mana only to cast an instant or sorcery spell or to gain a Class level."

3: Level 3

Whenever you cast an instant or sorcery spell, that spell deals damage to each opponent equal to the number of instant and sorcery spells you've cast this turn.

Combos with Sorcerer Class

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.

  • Jeskai Ascendancy Clockspinning Infinite
    • Infinite draw triggers
    • Infinite looting
    • Infinite self-discard triggers
    • Near-infinite blue mana that can only be spent to cast instant and/or sorcery spells
    • Near-infinite damage
    • Near-infinitely large creatures until end of turn
    • Near-infinite magecraft triggers
    • Near-infinite proliferate
    • Near-infinite red mana that can only be spent to cast instant and/or sorcery spells
    • Near-infinite storm count
    • Near-infinite untap of creatures you control
    • Near-infinite mana creatures you control can produce
    See the steps on Commander Spellbook →
  • Ovika, Enigma Goliath Petals of Insight Infinite
    • Infinite damage
    • Infinite death triggers
    • Infinite creature ETB
    • Infinite creature LTB
    • Infinite magecraft triggers
    • Infinite creature sacrifice triggers
    • Infinite storm count
    • Infinite tapped creature tokens
    See the steps on Commander Spellbook →
  • Stormsplitter Haze of Rage Infinite
    • Infinite creature LTB
    • Infinite creature ETB
    • Infinite damage
    • Infinite storm count
    • Infinite creature tokens with haste
    • Infinite magecraft triggers
    • Infinitely powerful creatures you control until end of turn
    • Infinite blue mana that can only be spent to cast instant and sorcery spells
    • Infinite red mana that can only be spent to cast instant and sorcery spells
    See the steps on Commander Spellbook →
  • Jeskai Ascendancy Searing Touch Infinite
    • Infinite draw triggers
    • Infinite looting
    • Infinite self-discard triggers
    • Near-infinite blue mana that can only be spent to cast instant and/or sorcery spells
    • Near-infinite damage
    • Near-infinitely large creatures until end of turn
    • Near-infinite magecraft triggers
    • Near-infinite red mana that can only be spent to cast instant and/or sorcery spells
    • Near-infinite storm count
    • Near-infinite untap of creatures you control
    • Near-infinite mana creatures you control can produce
    See the steps on Commander Spellbook →
  • Jeskai Ascendancy Whim of Volrath Infinite
    • Infinite draw triggers
    • Infinite looting
    • Infinite self-discard triggers
    • Near-infinite blue mana that can only be spent to cast instant and/or sorcery spells
    • Near-infinite damage
    • Near-infinitely large creatures until end of turn
    • Near-infinite magecraft triggers
    • Near-infinite red mana that can only be spent to cast instant and/or sorcery spells
    • Near-infinite storm count
    • Near-infinite untap of creatures you control
    • Near-infinite mana creatures you control can produce
    See the steps on Commander Spellbook →
  • Jeskai Ascendancy Seething Anger Infinite
    • Infinite draw triggers
    • Infinite looting
    • Infinite self-discard triggers
    • Near-infinite blue mana that can only be spent to cast instant and/or sorcery spells
    • Near-infinite damage
    • Near-infinitely large creatures until end of turn
    • Near-infinite magecraft triggers
    • Near-infinite red mana that can only be spent to cast instant and/or sorcery spells
    • Near-infinite storm count
    • Near-infinite untap of creatures you control
    • Near-infinite mana creatures you control can produce
    See the steps on Commander Spellbook →
  • Jeskai Ascendancy Mind Games Infinite
    • Infinite draw triggers
    • Infinite looting
    • Infinite self-discard triggers
    • Near-infinite blue mana that can only be spent to cast instant and/or sorcery spells
    • Near-infinite damage
    • Near-infinitely large creatures until end of turn
    • Near-infinite magecraft triggers
    • Near-infinite red mana that can only be spent to cast instant and/or sorcery spells
    • Near-infinite storm count
    • Near-infinite untap of creatures you control
    • Near-infinite mana creatures you control can produce
    See the steps on Commander Spellbook →
  • Jeskai Ascendancy Fanning the Flames Infinite
    • Infinite draw triggers
    • Infinite looting
    • Infinite self-discard triggers
    • Near-infinite blue mana that can only be spent to cast instant and/or sorcery spells
    • Near-infinite damage
    • Near-infinitely large creatures until end of turn
    • Near-infinite magecraft triggers
    • Near-infinite red mana that can only be spent to cast instant and/or sorcery spells
    • Near-infinite storm count
    • Near-infinite untap of creatures you control
    • Near-infinite mana creatures you control can produce
    See the steps on Commander Spellbook →

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

10 official rulings, in the order Wizards published them.

  • 2021-07-23

    If the spell that causes the last ability to trigger is countered or is otherwise no longer on the stack as the ability resolves, it will still deal damage. Last known information will be used to do determine the effects of that damage. For example, if the spell has lifelink, you will still gain life when it deals damage, even if the spell was countered.

  • 2021-07-23

    Each Class starts with only the first of 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.

  • 2021-07-23

    You can multiclass or even control multiple Class enchantments of the same class. Each Class permanent tracks its own level separately.

  • 2021-07-23

    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.

  • 2021-07-23

    The last ability counts the number of spells that were cast before it resolved, not the number of spells that were cast before it was placed on the stack. For example, if you cast a sorcery and then respond to Sorcerer Class's triggered ability by casting an instant, both triggered abilities will deal 2 damage when they resolve.

  • 2021-07-23

    Some Class cards have an effect that increases when more are under your control. For example, if you have multiple Barbarian Class cards, you roll that many additional dice and ignore that many of the lowest rolls.

  • 2021-07-23

    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.

  • 2021-07-23

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

  • 2021-07-23

    Copying a spell won't cause Sorcerer Class's level 3 ability to trigger and won't be counted toward the number of spells you've cast during the turn. However, if an effect copies a card and you cast the copy, that will count for both of those things.

  • 2021-07-23

    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 Sorcerer Class, whatever its commander.

Decks running it 1
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.

Most played under

Commander Decks Games Win rate
Massimo, the Magician 1 0 —

Colors it shows up in

  • Jeskai 1 deck

Sorcerer Class price history

The Adventures in the Forgotten Realms #233 printing, as Scryfall reports the TCGplayer market. Updated nightly.

Non-foil today$1.87▼ $0.26 (12.2%)
Low $1.86 · High $2.13Tracked since Sep 28, 2026
Every recorded price change
DateNon-foilFoil
Nov 11, 2026$1.87$3.21
Nov 9, 2026$1.86$3.21
Nov 8, 2026$1.91$3.21
Nov 7, 2026$1.91$3.23
Nov 6, 2026$1.97$3.22
Nov 5, 2026$2.01$3.24
Nov 4, 2026$2.06$3.24
Nov 3, 2026$2.03$3.24
Nov 2, 2026$2.04$3.24
Oct 30, 2026$2.02$3.24
Oct 29, 2026$1.99$3.24
Oct 26, 2026$1.98$3.24
Oct 25, 2026$1.91$3.24
Oct 24, 2026$1.93$3.24
Oct 23, 2026$1.96$3.24
Oct 21, 2026$1.99$3.19
Oct 20, 2026$1.95$3.19
Oct 19, 2026$1.94$3.19
Oct 18, 2026$1.98$3.19
Oct 17, 2026$1.99$3.19
Oct 15, 2026$1.96$3.19
Oct 13, 2026$2.03$3.19
Oct 12, 2026$2.02$3.19
Oct 11, 2026$2.07$3.19
Oct 10, 2026$2.07$3.15
Oct 8, 2026$2.09$3.15
Oct 6, 2026$2.11$3.15
Oct 5, 2026$2.10$3.15
Oct 4, 2026$2.05$3.15
Oct 3, 2026$2.08$3.15
Oct 2, 2026$1.96$3.15
Oct 1, 2026$1.98$3.15
Sep 30, 2026$2.00$3.14
Sep 29, 2026$2.09$3.14
Sep 28, 2026$2.13$3.09

A row is recorded only on nights the price moved, so each price held until the row above it.

Every version of Sorcerer Class

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 publishes none for some of them. Click a card's art to chart that version's price above.

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