Blacksmith'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.
Official card text
(Gain the next level as a sorcery to add its ability.) When this Class enters, create a colorless Equipment artifact token named Sword with "Equipped creature gets +1/+1" and equip.
: Level 2 At the beginning of combat on your turn, attach target Equipment you control to up to one target creature you control.
: Level 3 During your turn, equipped creatures you control have double strike and haste.
How it works : Blacksmith's Talent
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If either target of the Level 2 class ability is an illegal target as the ability resolves, the ability won't do anything. If both targets are illegal, the ability won't resolve. If the Equipment is already attached to the target creature, nothing happens.
No other card is named in this ruling.
- #2· Wizards of the Coast
A creature you control is equipped if there's an Equipment attached to it. You don't have to control that Equipment.
No other card is named in this ruling.
- #3· 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.
- #4· 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.
- #5· 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.
- #6· 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.
- #7· 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.
- #8· 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.
Popular combos
Real combos played by the community, sorted by popularity.
Fear of Missing Out + Sword of Hearth and Home + Blacksmith's Talent
- 1At the beginning of your combat phase, Blacksmith Talent's second ability triggers, attaching Sword of Hearth and Home to Fear of MIssing Out.
- 2Declare Fear of Missing Out as an attacker.
- 3Fear of Missing Out triggers, untapping a creature and causing you to get an additional combat phase after this one.
- 4Deal combat damage to an opponent using Fear of Missing Out.
- 5Sword of Hearth and Home triggers, blinking Fear of Missing Out and searching your library for a basic land card and putting it onto the battlefield.
- 6When Fear of Missing Out enters the battlefield, it triggers, causing you to rummage.
- 7Repeat each combat phase.
Related cards and tokens
Legal formats
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Meta decks with Blacksmith's Talent
No archived Top 8 deck with this card yet.






