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Rules guide · Enchantment

Alchemist's TalentHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Bloomburrow Commander· August 2, 2024
Carte Magic Alchemist's Talent

Alchemist's Talent is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

(Gain the next level as a sorcery to add its ability.) When this Class enters, create two tapped Treasure tokens. {1}{R}: Level 2 Treasures you control have "{T}, Sacrifice this artifact: Add two mana of any one color." {4}{R}: Level 3 Whenever you cast a spell, if mana from a Treasure was spent to cast it, this Class deals damage equal to that spell's mana value to each opponent.

Complete guide

Alchemist's Talent is a powerful Class enchantment that transforms your Treasure tokens into high-yield resources. Not only does it accelerate your mana production, but it also provides a lethal win condition by weaponizing the very mana you use to cast spells.

Scaling Up the Alchemy

As a Class enchantment, Alchemist's Talent enters the battlefield at level 1, immediately creating two tapped Treasure tokens. To unlock its full potential, you must pay the level-up costs as a sorcery. Level 2 turns every Treasure you control into a 'super-Treasure' that produces two mana instead of one, while Level 3 adds a triggered ability that deals damage to every opponent based on the mana value of spells cast using Treasure mana.

How it Resolves Step by Step

When you cast a spell while at Level 3, the game checks if any mana from a Treasure was used. If it was, the Level 3 ability triggers and is put on the stack on top of the spell you just cast. The damage dealt is equal to the spell's total mana value, including any value chosen for X. Note that even if you spend multiple Treasure mana on a single spell, the ability triggers only once per spell, but it hits every opponent simultaneously.

Common Mistakes to Avoid

A common mistake is forgetting that Level 2 replaces the standard Treasure ability rather than just adding to it; you must choose to use the 'Add two mana' ability which requires tapping and sacrificing the token. Additionally, remember that level-up abilities can only be activated at sorcery speed. If your Alchemist's Talent is destroyed in response to a level-up activation, the level-up fails because the permanent is no longer on the battlefield to receive the new level.

When to Play It

Alchemist's Talent is best played in decks that can generate a high volume of artifacts or rely on big 'X' spells to finish the game. It is particularly effective when you have enough mana to jump straight to Level 2, ensuring your investment in the Class pays for itself via the enhanced Treasure tokens on subsequent turns.

Interaction examples

Generating Extra Value

With Alchemist's Talent at Level 2, your basic Treasure tokens become twice as efficient. Instead of sacrificing a Treasure for one mana, you now sacrifice it to add two mana of any one color, effectively doubling your available mana from stored artifacts.

Combustion through Casting

If Alchemist's Talent is Level 3 and you cast Shared Animosity using at least one mana from a Treasure, the Class ability triggers. Shared Animosity has a mana value of 3, so Alchemist's Talent deals 3 damage to each opponent before Shared Animosity even enters the battlefield.

Fueling Expensive Spells

When you use Treasure mana to cast Aggravated Assault with a Level 3 Alchemist's Talent, you deal 5 damage to each opponent. The Class checks the total mana value of the spell (3RR), and because Treasure mana was spent, it triggers the damage effect immediately upon casting.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Alchemist's Talent

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If a spell has {X} in its mana cost, use the value chosen for X to determine that spell's mana value.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    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.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    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.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

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

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Gaining a level is a normal activated ability. It uses the stack and can be responded to.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    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.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    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.

    No other card is named in this ruling.

Related cards and tokens

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Legal formats

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