Cleric Class 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.) If you would gain life, you gain that much life plus 1 instead.: Level 2 Whenever you gain life, put a +1/+1 counter on target creature you control.
: Level 3 When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
Complete guide
Cleric Class is a versatile enchantment that evolves from a simple life gain boost into a powerful tool for creature growth and reanimation. As you invest mana into this Class, it transforms your life gain strategy into a continuous source of +1/+1 counters and a late-game swing through resurrection.
Scaling Your Healing
At Level 1, Cleric Class provides a static replacement effect. Any time an effect or keyword would cause you to gain life, you gain that much plus one instead. This is particularly effective with multiple small life gain triggers. At Level 2, the enchantment adds a triggered ability that rewards you for these events by placing a +1/+1 counter on a creature you control every time you gain life. Finally, reaching Level 3 triggers a one-time effect to return a creature from your graveyard to the battlefield, gaining you life based on its toughness, which immediately triggers the Level 2 ability.
Advancing through Levels
Advancing Cleric Class is an activated ability that can only be performed at sorcery speed (during your main phase while the stack is empty). You must be Level 1 to activate the Level 2 ability, and Level 2 to activate the Level 3 ability. When these abilities resolve, the Class gains the new abilities while retaining all previous ones. If the Class is removed in response to a level-up activation, the level does not increase. Multiple Cleric Class enchantments on the battlefield track their levels individually, and their life gain bonuses will stack.
Understanding Life Gain Events
The Level 2 ability triggers once per life gain 'event.' If an effect says you gain 1 life for each creature you control, that is one event, and you get one +1/+1 counter. However, lifelink is different: each creature with lifelink dealing combat damage is a separate event. If two lifelink creatures deal damage simultaneously, you gain the bonus life twice and the Level 2 ability triggers twice. Note that if a creature is dealt lethal damage at the same time you gain life, it will be destroyed by state-based actions before the Level 2 trigger can resolve to save it.
When to Play Cleric Class
Play Cleric Class early in games where you have repeatable sources of life gain to maximize the value of its Level 1 and 2 abilities. It is an excellent engine for decks that utilize low-cost creatures with lifelink or passive enchantments that trigger when opponents act. The Level 3 ability should be reserved for the late game when you have a high-impact creature in your graveyard to turn the tide of the match.
Interaction examples
If you have Cleric Class at Level 2 and Authority of the Consuls on the battlefield, every time an opponent's creature enters the battlefield, Authority triggers. You would gain 1 life, but Cleric Class's Level 1 ability increases this to 2 life. This gain then triggers the Level 2 ability, allowing you to put a +1/+1 counter on a creature you control.
When you pay the Level 3 cost, you target a creature in your graveyard. As the creature enters the battlefield, you gain life equal to its current toughness (including any static buffs on the field). Because you gained life, the Level 2 ability of Cleric Class triggers immediately, allowing you to put a +1/+1 counter on a creature—potentially the one you just brought back.
While Urza's Saga and Cleric Class are both enchantments that use 'Chapters' or 'Levels,' they function differently. Urza's Saga progresses automatically during your draw step, whereas Cleric Class requires you to pay mana and act at sorcery speed to advance. You cannot use the mana from Urza's Saga's first chapter to level up Cleric Class on your opponent's turn.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Cleric Class
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
You can multiclass or even control multiple Class enchantments of the same class. Each Class permanent tracks its own level separately.
No other card is named in this ruling.
- #2· Wizards of the Coast
If you gain life at the same time a creature is dealt lethal damage, it dies before Cleric Class's level 2 ability can put a +1/+1 counter on it.
No other card is named in this ruling.
- #3· Wizards of the Coast
An ability that triggers “whenever you gain life” triggers just once for each life gain event, no matter how much life you gain.
No other card is named in this ruling.
- #4· Wizards of the Coast
Each creature with lifelink dealing combat damage causes a separate life gain event. For example, if two creatures you control with lifelink deal combat damage at the same time, you will gain 2 additional life from Cleric Class's first ability and its level 2 ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), you will only gain 1 additional life and the ability will trigger only once.
No other card is named in this ruling.
- #5· Wizards of the Coast
If you gain an amount of life “for each” of something, that life is gained as one event and the ability will trigger only once.
No other card is named in this ruling.
- #6· Wizards of the Coast
When Cleric Class's level 3 ability resolves, you gain life equal to the creature's toughness as it exists on battlefield, which may be different than its toughness in the graveyard.
No other card is named in this ruling.
- #7· 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.
- #8· Wizards of the Coast
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.
No other card is named in this ruling.
- #9· 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.
- #10· 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.
- #11· 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.
- #12· Wizards of the Coast
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.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Cleric Class + Walking Ballista
- 1Give Walking Ballista lifelink.
- 2Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to any target and causing you to gain 2 life.
- 3Cleric Class triggers, putting a +1/+1 counter on Walking Ballista.
- 4Repeat.
Spike Feeder + Cleric Class
- 1Activate Spike Feeder by removing a +1/+1 counter from it to gain two life.
- 2Cleric Class triggers, putting a +1/+1 counter on Spike Feeder.
- 3Repeat.
Cleric Class + Soul Warden + Scurry Oak
- 1Gain any amount of life.
- 2Cleric Class triggers, putting a +1/+1 counter on Scurry Oak.
- 3Scurry Oak triggers, creating a 1/1 Squirrel creature token.
- 4The Squirrel enters the battlefield, triggering Soul Warden, causing you to gain two life.
- 5Repeat from step 2.
Cleric Class + Triskelion
- 1Activate Triskelion by removing a +1/+1 counter from it, dealing 1 damage to any target and causing you to gain 2 life.
- 2Cleric Class triggers, putting a +1/+1 counter on Triskelion.
- 3Repeat.
Cleric Class + Essence Warden + Scurry Oak
- 1Gain life.
- 2Cleric Class triggers, putting a +1/+1 counter on Scurry Oak.
- 3Scurry Oak triggers, creating a creature token.
- 4When the creature token enters the battlefield, Essence Warden triggers, causing you to gain 2 life.
- 5Repeat from step 2.
Cleric Class + Soul's Attendant + Scurry Oak
- 1Gain any amount of life.
- 2Cleric Class triggers, putting a +1/+1 counter on Scurry Oak.
- 3Scurry Oak triggers, creating a 1/1 Squirrel creature token.
- 4The Squirrel enters the battlefield, triggering Soul's Attendant, causing you to gain two life.
- 5Repeat from step 2.
Cleric Class + Scurry Oak + Prosperous Innkeeper
- 1Gain life.
- 2Cleric Class triggers, putting a +1/+1 counter on Scurry Oak.
- 3Scurry Oak triggers, creating a creature token.
- 4When the creature token enters the battlefield, Prosperous Innkeeper triggers, causing you to gain 2 life.
- 5Repeat from step 2.
Basking Broodscale + Cleric Class + Soul Warden
- 1Gain life.
- 2Cleric Class triggers, putting a +1/+1 counter on Basking Broodscale.
- 3Basking Broodscale triggers, creating a creature token.
- 4When the creature token enters the battlefield, Soul Warden triggers, causing you to gain 2 life.
- 5Repeat from step 2.
Legal formats
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with Cleric Class
No archived Top 8 deck with this card yet.



Authority of the Consuls
Urza's Saga







