Druid 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.) Landfall — Whenever a land you control enters, you gain 1 life.: Level 2 You may play an additional land on each of your turns.
: Level 3 When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
Complete guide
Druid Class is a versatile enchantment that evolves with your game plan, turning your land drops into life and eventually into a massive threat. Whether you are ramping for mana or looking for a late-game finisher, this Class provides consistent value at every stage.
What it does
Druid Class is a three-stage enchantment. At Level 1, it provides a Landfall trigger that gains you 1 life whenever a land enters under your control. By paying the level-up costs as a sorcery, you unlock Level 2, which allows you to play an additional land each turn, and Level 3, which transforms one of your lands into a powerful creature whose stats scale with your total land count.
How it resolves step by step
When Druid Class enters, it is Level 1 and its Landfall ability is active. To reach Level 2, you must pay {2}{G} during your main phase while the stack is empty; once this resolves, you may immediately play a second land if you haven't already used your additional land for the turn. To reach Level 3, you pay {4}{G} as a sorcery; when this resolves, a triggered ability goes on the stack requiring a target land you control. That land becomes a creature with haste and a characteristic-defining ability that continuously updates its power and toughness to match your land count.
Common mistakes
A common mistake is forgetting that Level 3 is a one-time trigger that happens only when the Class reaches that level. If the creature created this way is destroyed, the Class remains at Level 3, but it does not automatically turn another land into a creature. Also, remember that leveling up can only be done at sorcery speed, meaning you cannot level up in response to an opponent's spell or during combat.
When to play it
Druid Class is best played early to maximize the life gain from Landfall. Leveling to Level 2 is a priority if you have multiple lands in hand to accelerate your mana production. Hold off on the Level 3 activation until you have enough lands to make the creature a significant threat or if you need a surprise blocker or attacker with haste to close out the game.
Interaction examples
With Druid Class at Level 2, you can play two lands from your hand during your turn. Each land will trigger the Level 1 ability, gaining you a total of 2 life while putting you ahead on mana for the following turns.
If you have Druid Class at Level 3 and control six lands, your animated land creature is a 6/6. Because of Garruk's Uprising, that land creature gains trample. Additionally, if you animate a land that was already a creature or play a land that enters as a creature with power 4 or greater, Garruk's Uprising will trigger to draw you a card.
When Druid Class reaches Level 3, it sets the creature's power and toughness to the number of lands you control. Because this is a characteristic-defining ability and not +1/+1 counters, Hardened Scales will not interact with or increase the stats of the land creature created by Druid Class.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Druid Class
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
No other card is named in this ruling.
- #2· Wizards of the Coast
A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
No other card is named in this ruling.
- #3· Wizards of the Coast
Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
No other card is named in this ruling.
- #4· 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.
- #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
If you have more than one Druid Class at level 2 or higher, you can play that many additional lands per turn. For example, with two Druid Classes at level 2, you can play three lands during your turn.
No other card is named in this ruling.
- #8· 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.
- #9· 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.
- #10· 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.
- #11· Wizards of the Coast
For the third ability, the power and toughness of the creature will change as the number of lands you control changes.
No other card is named in this ruling.
- #12· 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.
Popular combos
Real combos played by the community, sorted by popularity.
Glacial Chasm + Ramunap Excavator + Druid Class
- 1Play Glacial Chasm either from your hand or from your graveyard.
- 2When Glacial Chasm enters the battlefield, its second ability triggers, causing you to sacrifice another land you control.
- 3Play any land from your graveyard.
- 4At the beginning of your next upkeep, Glacial Chasm's cumulative upkeep ability triggers, allowing you to choose not to pay the cost and sacrifice it instead.
- 5Repeat.
Glacial Chasm + Conduit of Worlds + Druid Class
- 1Play Glacial Chasm either from your hand or from your graveyard.
- 2When Glacial Chasm enters the battlefield, its second ability triggers, causing you to sacrifice another land you control.
- 3Play any land from your graveyard.
- 4At the beginning of your next upkeep, Glacial Chasm's cumulative upkeep ability triggers, allowing you to choose not to pay the cost and sacrifice it instead.
- 5Repeat.
Glacial Chasm + Crucible of Worlds + Druid Class
- 1Play Glacial Chasm either from your hand or from your graveyard.
- 2When Glacial Chasm enters the battlefield, its second ability triggers, causing you to sacrifice another land you control.
- 3Play any land from your graveyard.
- 4At the beginning of your next upkeep, Glacial Chasm's cumulative upkeep ability triggers, allowing you to choose not to pay the cost and sacrifice it instead.
- 5Repeat.
Springheart Nantuko + Doubling Season + Druid Class
- 1Animate a Forest that enters untapped using Druid Class
- 2Cast Springheart Nantuko for its bestow cost by paying
, attaching it to the animated Forest.
- 3Play a land. When the land enters, Springheart Nantuko triggers, causing you to pay
to create two token copies of the Forest that enters untapped.
- 4When the Forest tokens enter, Springheart Nantuko triggers twice.
- 5Holding priority, activate the Forest tokens by tapping them, adding
.
- 6Resolve the first Springheart Nantuko trigger, choosing not to pay and creating two 1/1 Insect creature tokens.
- 7Resolve the second Springheart Nantuko trigger, causing you to pay
to create two token copies of the Forest that enters untapped.
- 8Repeat from step 4.
Glacial Chasm + Druid Class + Walk-In Closet // Forgotten Cellar
- 1Play Glacial Chasm either from your hand or from your graveyard.
- 2When Glacial Chasm enters the battlefield, its second ability triggers, causing you to sacrifice another land you control.
- 3Play any land from your graveyard.
- 4At the beginning of your next upkeep, Glacial Chasm's cumulative upkeep ability triggers, allowing you to choose not to pay the cost and sacrifice it instead.
- 5Repeat.
Springheart Nantuko + Parallel Lives + Druid Class
- 1Animate a Forest that enters untapped using Druid Class
- 2Cast Springheart Nantuko for its bestow cost by paying
, attaching it to the animated Forest.
- 3Play a land. When the land enters, Springheart Nantuko triggers, causing you to pay
to create two token copies of the Forest that enters untapped.
- 4When the Forest tokens enter, Springheart Nantuko triggers twice.
- 5Holding priority, activate the Forest tokens by tapping them, adding
.
- 6Resolve the first Springheart Nantuko trigger, choosing not to pay and creating two 1/1 Insect creature tokens.
- 7Resolve the second Springheart Nantuko trigger, causing you to pay
to create two token copies of the Forest that enters untapped.
- 8Repeat from step 4.
Glacial Chasm + Perennial Behemoth + Druid Class
- 1Play Glacial Chasm either from your hand or from your graveyard.
- 2When Glacial Chasm enters the battlefield, its second ability triggers, causing you to sacrifice another land you control.
- 3Play any land from your graveyard.
- 4At the beginning of your next upkeep, Glacial Chasm's cumulative upkeep ability triggers, allowing you to choose not to pay the cost and sacrifice it instead.
- 5Repeat.
Glacial Chasm + Druid Class + Szarel, Genesis Shepherd
- 1Play Glacial Chasm either from your hand or from your graveyard.
- 2When Glacial Chasm enters the battlefield, its second ability triggers, causing you to sacrifice another land you control.
- 3Play any land from your graveyard.
- 4At the beginning of your next upkeep, Glacial Chasm's cumulative upkeep ability triggers, allowing you to choose not to pay the cost and sacrifice it instead.
- 5Repeat.
Legal formats
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Meta decks with Druid Class
No archived Top 8 deck with this card yet.



Garruk's Uprising
Hardened Scales







